_.----._
`-, _ `. ----.
; ; '. \ ---, __ `. \ ,--. _ _ -. _____
; ; } ,-'. \ -.,--.,--. | /,-'-. | \ | |; \ [ | ' |_ __},-.
; ; ; ( './\ \/// ;._) ;__| ; ,`. \||\ \ | |;-.\: ' | | ' \ / ,.|
; ; ,` /\ \ | // { | ___ ( : | || \ \| | `' \|` || \ \\ `.
; '-' ,'-.) )| |{ '._ | | | \ `-' /|| \ | |` \ '.'; _; `.`. `.
; ;--' |,__.' ; ',\_ ,`/__\ ; \`._-' |'._ \ |-' \__\--' `---;'.`. \
; ; `--- ` '--' /____) \ | \_ `' /
_,-' \_ \ | `--'
[__________] \.
__,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
( )
) A Complete **PSYCHONAUTS** FAQ/Walkthrough (
( )
) by ~:: Syonyx ::~ (
( )
) Version 1.01 (
(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __)
`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
_____________________ _____________
===================== =============
TABLE OF CONTENTS GAME INFO
===================== =============
1) Introduction Title: Psychonauts
2) Controls Platform: Sony Playstation
3) HUD & Raz's Journal Also on: Microsoft Xbox, PC
4) Pickups & Purchasables Genre: Action/Platformer
5) PSI Powers & Upgrades Developer: Double Fine
6) Characters Creator: Tim Schafer
7) Walkthrough Publisher: Majesco
7.1 Whispering Rock - Kids' Cabins # of Players: 1
7.2 Marceau Oleander - Basic Braining Release Date: 21-Jun-2005
7.2.1 The Trenches
7.2.2 The Cannon
7.2.3 Obstacle Course Finale ______________
7.3 Whispering Rock - Main Campground ==============
7.4 Whispering Rock - Main Lodge GUIDE INFO
7.5 Whispering Rock - Reception Area ==============
7.6 Whipering Rock - GPC & Wilderness Author: Syonyx
7.7 Sasha's Underground Lab Version: 1.01
7.8 Brain Tumbler Experiment (The Woods) Last update: 18-Jul-2007
7.9 Ford Cruller's Sanctuary First posted: 04-Jun-2007
7.10 Sasha Nein - Sasha's Shooting Gallery
7.11 Return of Brain Tumbler Experiment
7.12 Whispering Rock - Boathouse & Beach
7.13 Milla Vodello - Milla's Dance Party
7.13.1 The Lounge
7.13.2 The Race
7.13.3 The Party
7.14 End of Brain Tumbler Experiment
7.15 Night Falls on Whispering Rock
7.16 Lair of the Lungfish
7.17 The Hulking Lungfish - Lungfishopolis
7.18 Thorney Towers - Entrance
7.19 Boyd Cooper - The Milkman Conspiracy
7.19.1 The Neighborhood (1)
7.19.2 The Neighborhood (2)
7.20 Thorney Towers - Grounds
7.21 Thorney Towers - Lower Floors
7.22 Gloria Von Gouton - Gloria's Theatre
7.22.1 The Stage
7.22.2 The Catwalks
7.22.3 Confrontation
7.23 Fred Bonaparte - Waterloo World
7.24 Edgar Teglee -Black Velvetopia
7.24.1 Running Against the Bull
7.24.2 Edgar's Sanctuary
7.24.3 Matador's Arena
7.25 Thorney Towers - Upper Floors
7.26 The Lab of Dr. Loboto
7.27 Thorney Towers - Ruins
7.28 Young Oleander/Self - Meat Circus
7.28.1 Tent City
7.28.2 The Big Top
8) Enemies
9) Scavenger Hunt Item Locations
10) PSI Card & PSI Challenge Marker Locations
11) Emotional Baggage Locations
12) Mental Cobweb & Mental Vault Locations
13) Golden Pickups Locations
14) Figment Locations
15) Closing Info
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( )
) =================== (
( 1) INTRODUCTION )
) =================== (
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`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
Greetings, psychic warriors! Thank you for visiting my guide to the ESPecially
vibrant and comical world of Whispering Rock Psychic Summer Camp. Psychonauts
is a true gem, despite a poor financial showing, and if you're reading this,
then you've no doubt been experiencing its glorious psychedelic imaginings for
yourself. Welcome to the club. I have strived to make this guide as thorough
and informative as possible, and I hope that it will help you to get through
this fantastic game. Aside from the general walkthrough, you will find
complete information on all collectibles and subquests in the game, to help you
reach 100% completion.
This guide was written while playing the Playstation 2 edition of the game, but
aside from the control scheme, it should apply equally well to the other
versions.
VERSION UPDATES:
1.01 - Simply added a couple of Golden Confusion Grenades to the list at the
end of the guide, and a tip for the hedge maze in the Milkman
Conspiracy, thanks to e-mails from readers.
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( )
) =============== (
( 2) CONTROLS )
) =============== (
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Note that these controls apply to the Playstation 2 version only. If you're
playing on a different system, please refer to your game manual (and I know
that you have the manual, because you would never have pirated this title,
right?)
MOVE RAZ: Left Stick MOVE CAMERA: Right stick
PSI PUNCH: Square (press repeatedly for combo)
JUMP: X PALM BOMB: X, then Square (jump attack)
DOUBLE-JUMP: X, X. Bounces Raz off of his thought bubble in mid-jump.
TALK/ACTION/USE ITEM/DIG UP ARROWHEAD: Triangle CANCEL/RETURN ITEM: O
OPEN BACKPACK: D-pad left OPEN PSI POWER MENU: D-pad right
SELECT ITEM IN BACKPACK/PSI POWER: Highlight with Left Stick, then press X to
carry (items), or press R1, L2 or R2 to
assign Psi power to shoulder button
TARGET LOCK: L1 (hold) FLOAT: L1 (once you learn Levitation)
USE PSI POWER: R1, L2, R2 (must assign power to button first)
OPEN MENU: Start SCROLL MENU SECTIONS: Left Stick
OPEN THOUGHT BUBBLE: Select (can then view Backpack inventory and PSI Power
menu)
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( )
) ========================== (
( 3) HUD & RAZ'S JOURNAL )
) ========================== (
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GAME SCREEN (Heads-Up Display):
.--PSI Cadet Rank
Mental Health--| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| ()()()()()() ( # ) 0 |<-Figment
| OO __ (___)Figments | points
Astral->| {__}_#) #{} |<-Arrowheads
Layers | #[] |<-PSI Cards
| |
| |
| |
| |
| _ |
| <_> R1 |<-- Assigned
| <_> L2 | PSI Powers
| <_> R2 |
| |
| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mental Health: Represented by brain icons. As you take damage, they will
disappear. Replenish them by collecting Positive Mental Health.
Increase your max Mental Health by retrieving Brains. You begin
with three brains' worth of Mental Health.
Astral Layers: Represents the number of lives you possess. If it reaches 0,
you will be forced out of the mind you are currently in, back
into the real world. You can find additional Astral Layers to
replenish lost ones. Increase your maximum Astral Layers by
finding Golden Helmets. You begin the game with five layers.
PSI Cadet Rank: Represents your mental fortitude. You will only be able to
learn certain PSI skills and handle certain items when you
reach specific ranks. To increase your PSI Cadet rank, collect
Figments in mental environments, find PSI Challenge Markers,
and find PSI Cards to combine with PSI Cores (purchasable in
the Main Lodge).
Figments: This tally appears in mental environments only. Each collected
figment possesses a certain value, ranging from 1 to 5. It is the
total of the values of all figments collected that is displayed on-
screen. For every 100 figment 'points' collected, your PSI Cadet
Rank will increase by 1.
Arrowheads: These are the currency of the game world, and can be exchanged for
various items in the Main Lodge. Arrowheads are located buried in
the ground all around the physical campgrounds, wherever you can
see purple psychic energy leaking out. There are also Deep
Arrowheads, much more valuable than the regular variety, which can
only be found by using a Dousing Rod.
PSI Cards: Every 9 PSI Cards that you locate can be combined with a PSI Core to
create a PSI Challenge Marker, which will increase your PSI Cadet
Rank by 1. PSI Cards are found scattered throughout the physical
campgrounds.
PSI Powers: You can have a maximum of 3 PSI Powers mapped to the shoulder
buttons at any time. To change your selections, open the PSI Power
menu and assign the desired powers to the desired buttons.
=============================
- RAZ'S JOURNAL (MAIN MENU) -
=============================
Press Start at any time (except during FMVs) to open Raz's Journal. Press left
and right on the Left Stick to scroll through the various pages. Tabs for each
page can be found at the top. The available pages are 'Game Menu', 'In This
Area', 'Totals', 'To-Do', 'Memories', and 'Map'.
~~ GAME MENU ~~
This page has five sub-sections.
Options - Camera: Adjust the camera controls. You can invert the controls
in all axes.
- Sound: Adjust the relative volume levels for music, sound
effects and voices. You can also choose to turn
subtitles on or off.
- Controller: Turn vibration feedback on or off.
Load: Restore the game from a previous point.
Save: Write a save file on your memory card. The game will also
automatically save the game at each loading screen.
Credits: View the credits from the production of Psychonauts. These are
also printed in the back of your game manual.
Exit: Quit the current game and return to the title screen.
~~ IN THIS AREA ~~
Here, you will find information on collectible available and found in the
current game area, either a character's mind or a section of the campground.
In mental environments, you can see your current and maximum totals for
Figments collected, Emotional Baggage sorted (tags and luggage), Mental Cobwebs
dusted, and Mental Vaults cracked. You can also press X to view a detailed
list of Figments for that environment. In the real world, you will see your
current and maximum available totals for PSI Challenge Markers, PSI Cards,
Scavenger Hunt items (once you initiate this subquest), and Kids' Brains (in
certain areas only).
~~ TOTALS ~~
This lists your items collected and goals achieved for the entire game. Your
current PSI Cadet Rank (out of 100), Mental Vaults cracked (out of 19),
Emotional Baggage sorted (out of 50), and Scavenger Hunt items found (out of
16) are displayed. You can also see the current number of Arrowheads in your
possession, as well as any unredeemed PSI Cards, Mental Cobwebs, PSI Cores, and
Kids' Brains that you are carrying around.
~~ TO-DO ~~
This is a list of your current objectives. Primary goals will have any
required sub-goals listed in indents below them.
~~ MEMORIES ~~
In this menu, you can re-play any unlocked FMVs, as well as view slide-shows
from any Mental Vaults cracked and Primal Memories.
~~ MAP ~~
Displays a rough map of Whispering Rock Psychic Summer Camp. The location of
your current main objective will be marked with an 'X'.
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( )
) ============================= (
( 4) PICKUPS & PURCHASABLES )
) ============================= (
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ARROWHEADS: Made of Psitanium, a rare psychoactive substance, these serve as
currency around the camp. You find them buried underground. Their
locations are given away by a visible purple psychic leak from the
ground. Press Triangle when facing them to unearth them.
Arrowheads will regenerate when you leave and re-enter an area.
DEEP ARROWHEADS: Larger, significantly more valuable Arrowheads. These can
only be located by using the Dowsing Rod, available for sale
in the Main Lodge.
PSI CARDS: Found in various locations around the camp grounds. Every nine of
them that you collect can be combined with a PSI Core to create a
complete PSI Challenge Marker. This combination must be performed
in Agent Cruller's Lab.
PSI CORES: Purchased in the Main Lodge. They are combined with PSI Cards in
Agent Cruller's Lab to produce new PSI Challenge Markers.
PSI CHALLENGE MARKERS: A complete unit made of nine PSI Cards and a PSI Core.
Aquiring one will increase your PSI Cadet Rank by 1. A
few can be located around the camp grounds.
SCAVENGER HUNT ITEMS: Early in the game, Ranger Ford will assign you the
Scavenger Hunt side-quest. Locate items throughout the
campgrounds, often in difficult-to-find locations. There
are a total of 16 items to be found. Once you've found 8
of them, visit Ranger Ford and show them off to receive
the first PSI Cadet Rank increase of 4. Find the last
8 items and visit him again to receive the second
increase of another 4 ranks. See the section towards the
end of this guide for a summary of all item locations.
MENTAL ARROWHEADS: Found in mental environments, usually by breaking open
objects and defeating enemies. They will be added to your
Arrowhead total, providing you with increased spending power
in the real world.
FIGMENTS OF IMAGINATION: Two-dimensional objects that litter all mental
environments. They become invisible if you look at
them edge-on. Each is worth a different amount of
figment points, from 1 to 5. Every 100 figment points
increases your PSI Cadet Rank by 1. Most figments are
stationary, but some float around on set paths of
various sizes. Figments come in several colours and
shapes.
POSITIVE MENTAL HEALTH: Little blue bouncing brains that restore your mental
health. They are released by destroyed objects and
defeated enemies.
MEAN LITTLE BALLS OF HATE: Little orange bouncing balls. Each one provides you
with one shot for your PSI Blast.
GOLDEN BALL OF HATE: An icon that increases your maximum PSI Blast ammo
capacity.
ASTRAL LAYERS: Essentially, each layer is one 'life' when in a mental
environment. When your Mental Health runs out, you will lose
one Astral Layer. When you run out of Astral Layers, you will
be forcibly ejected out of the mind you're currently in back
into the real world. Astral Layers can sometimes be found
within mental environments.
GOLDEN HELMET: Permanently increases your maximum Astral Layer capacity. When
collected, it also adds one Astral Layer to your current total.
EMOTIONAL BAGGAGE TAGS: There are five to be found in each mental environment.
Each one must be matched up with the appropriate piece
of luggage in order to 'sort' that baggage properly.
They can often be heard before they are seen, making a
squeaky bouncing sound.
EMOTIONAL BAGGAGE: These morose pieces of luggage can often be heard before
they are seen, sobbing away until you approach them while
carrying their specific baggage tag. Satisfying all five
pieces of baggage in a particular stage gives you one PSI
Cadet Rank increase, and unlocks the Primal Memories for
that stage (concept art viewable in Raz's Journal). The
five pieces of baggage are: a Purse (green), a Suitcase
(pink), a Dufflebag (blue), a Hat Box (yellow), and a
Steamer Trunk (plaid green).
MENTAL COBWEBS: Deep purple webs that can be found in mental environments. You
can only collect them by using the Cobweb Duster, purchased in
the Main Lodge. They are sometimes blocking access to new
areas or objects within the mental environment. Mental Cobwebs
can be exchanged for PSI Cards in Agent Cruller's lab.
MENTAL VAULTS: These cute little safes hopping around mental landscapes contain
memories of significant events in the life of the person who's
mind you are in. These are viewed via a little slide show once
you punch open the vault. You can re-view any memories already
unlocked in Raz's Journal.
CONFUSION GRENADES: Available once you learn the Confusion ability. Each one
provides you with one shot.
GOLDEN QUESTION MARK: Permanently increases your maximum Confusion Grenade ammo
capacity.
DREAM FLUFFS: Looks like a bonbon, complete with candy wrapper. Eating one in
either the real or mental world will completely refill your
Mental Health. They can be purchased in the Main Lodge for 50
Psychic Arrowheads' worth of Psitanium. You can only carry up to
three at a time. They will be automatically consumed when your
Mental Health drops to critical if you have any in your backpack.
SMELLING SALTS: A permanent addition to your backpack inventory once acquired.
Take a whiff at any time while in a mental environment to snap
back to the real world.
BACON: Believe it or not, its the ultimate psychic communication device. Ford
Cruller, due to his passionate love of pork products, can be called upon
for advice or teleportation to his lab at any time by shakin' the
bacon.
DOWSING ROD: Rather than locating water, this device helps you to locate Deep
Arrowheads. Pull it out of your pack, and use your senses of
hearing and touch as you move around. Both the pitch of the sound
and the intensity of the controller vibrations will increase as
you close in on one of the deep Psitanium deposits. Once both
reach their peak, tap Triangle repeatedly to dig up the Deep
Arrowhead. Purchased in the Main Lodge. You'll need to use this
device to gather enough Arrowheads to afford the Cobweb Duster
without wasting several hours.
COBWEB DUSTER: A special suction device which allows you to remove Mental
Cobwebs while in mental environments. It then stores them to
exchange later in Agent Cruller's lab for PSI Cadet Rank
increases. Purchased in the Main Lodge.
PSYCHO-PORTAL: A small, palm-sized doorway. When applied to a person's head,
psychically gifted individuals can enter their mind.
BRAINS: In certain areas of the game, you can locate fellow campers' brains,
stored in fluid-filled jars. Return them to Ford Cruller to restore
your friends' thinking capacity. Each one returned will increase your
maximum Mental Health capacity by a small amount.
PSI ENERGY COLORIZER: A purely aesthetic device, this lets you alter the colour
of your PSI Power effects, such as your thought bubble/
levitation ball and PSI Shield. Available for purchase
in the Main Lodge for 250 Arrowheads, once you reach PSI
Cadet Rank 30. Once acquired, use your Bacon and talk to
Ford to change the colour.
MENTAL MAGNET: With this item in your possession, loose pickups, such as
Positive Mental Health and Mental Arrowheads, will be quickly
drawn towards you as you pass by them. Spares you a little bit
of time collecting goodies. Available for purchase in the Main
Lodge.
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( )
) ============================ (
( 5) PSI POWERS & UPGRADES )
) ============================ (
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Some PSI Powers require that you complete a certain stage in the game to earn
the appropriate Merit Badge, while others require you to reach a certain PSI
Cadet Rank and then visit Ford Cruller in his lab. You will be told of the
latter when you reach the appropriate rank. Once a PSI Power is learned,
upgrades will be applied automatically as you reach the appropriate PSI Cadet
Rank.
~~ PYROKINESIS ~~
With this ability, Raz can mentally excite the molecules of objects and
enemies, building up a temperature gauge until the target bursts into flame,
causing damage and sometimes other effects.
UPGRADE - Thermal Detonation: Your pyrokinesis burst will spread to
objects and enemies surrounding your
main target.
~~ TELEKINESIS ~~
The manipulation and movement of physical objects using solely the power of
your mind. Objects, once picked up by a psychic hand, can be thrown in an arc
in any direction. If thrown at an enemy, they can be damaged.
UPGRADE - TK Extension: Your range for Telekinesis is extended.
~~ INVISIBILITY ~~
Obfuscates the minds of living creatures, rendering them unable to detect your
presence. Gives you the chance to sneak up on them and pound them from behind,
or just sneak clear past them. Raz can remain invisible for approximately 10
seconds, and must then spend an equal amount of time recharging this power
before using it again.
UPGRADE - Advanced Invisibility: You can remain invisible for twice
as long.
~~ PSI BLAST ~~
Once you acquire the Marksmanship Merit Badge, you can project your aggression
into projectile shots at distant targets. Locking on to your target first is
recommended. Using this ability consumes mental ammunition, which can be
refilled by collecting Mean Little Balls of Hate.
UPGRADES - Chain Blast: Your PSI Blast shot will ricochet between
enemies, to a possible total of 3 targets.
Super Chain Blast: You can now hit up to 6 enemies with a
a single shot.
Infinite Ammo: You will never run out of PSI Blast shots.
~~ LEVITATION ~~
This ability allows you to stand atop a thought bubble, which you can then
bounce high into the air. Also, you can use your thought bubble as an aerial
flotation device, letting you glide gently downward once in the air. You can
also run around with great speed while standing atop your Levitation ball.
UPGRADEs - Wrecking Ball: While rolling atop your Levitation ball at
full speed, you can damage enemies by
running into them.
Rolling Havoc: You can now damage enemies while rolling at
any speed.
~~ SHIELD ~~
Raz can use his Thought Bubble as a defensive sphere completely enveloping him,
protecting him temporarily from incoming attacks. The effect lasts only
approximately 4 seconds, and it takes the same amount of time to recharge. The
shield is also capable of reflecting some attacks, especially electrical ones,
back at the attacker.
UPGRADE - Offensive Shield: Enemies striking your shield with a melee
attack will be knocked back momentarily.
Ferocious Aura: Knocked-back enemies will also take damage.
~~ CLAIRVOYANCE ~~
A slight misnomer, in my opinion. Generally, clairvoyance refers to the
ability to foresee events. In the world of Psychonauts, this power lets you
see through other living creatures' eyes. For most beings, proximity is
sufficient for you to highjack their minds. You can also find a number of
objects which, when held in your hand, give you access to a related creature's
thoughts.
~~ CONFUSION ~~
Temporarily befuddles targets caught in the blast of thrown Confusion Grenades.
You can only carry a limited number, but can replenish your supply by defeating
enemies and destroying objects. Confused enemies will sometimes turn on their
own allies. They will always ignore you. The effect lasts a short time only.
UPGRADE - Sensory Scramble: The Confusion effect now lasts twice as
long.
Infinite Ammo: You will never run out of Grenades.
~~ OTHER UPGRADES ~~
Palm Megabomb: Your palm bomb (jump attack) can be made more powerful by
pressing the attack button repeatedly while still in the air.
Psychic Regeneration: Friends back in the camp in the real world will focus
their mental energies on you, gradually restoring your
Mental Health.
======================
- PSI POWER UPGRADES -
======================
PSI Cadet Rank | Ability/Upgrade Unlocked
-------------------------------------------------------------------------------
10 | Pyrokinesis - visit Ford Cruller's Sanctuary to learn it.
| Can now purchase the Dowsing Rod.
- - - - - - - - - - - - - - - - - - - -
15 | Can now purchase the Mental Magnet.
- - - - - - - - - - - - - - - - - - - -
20 | Telekinesis - visit Ford Cruller's Sanctuary to learn it.
| Can now purchase the Cobweb Duster.
- - - - - - - - - - - - - - - - - - - -
30 | Invisibility - visit Ford Cruller's Sanctuary to learn it.
| Can now purchase the PSI Energy Colorizer.
- - - - - - - - - - - - - - - - - - - -
35 | Palm Megabomb (Palm Bomb upgrade)
- - - - - - - - - - - - - - - - - - - -
40 | Chain Blast (PSI Blast upgrade)
- - - - - - - - - - - - - - - - - - - -
45 | Thermal Detonation (Pyrokinesis upgrade)
- - - - - - - - - - - - - - - - - - - -
50 | Wrecking Ball (Levitation upgrade)
- - - - - - - - - - - - - - - - - - - -
55 | Offensive Shield (PSI Shield upgrade)
- - - - - - - - - - - - - - - - - - - -
60 | Advanced Invisibility (Invisibility upgrade)
- - - - - - - - - - - - - - - - - - - -
65 | TK Extension (Telekinesis upgrade)
- - - - - - - - - - - - - - - - - - - -
70 | Super Chain Blast (PSI Blast upgrade)
- - - - - - - - - - - - - - - - - - - -
75 | Rolling Havoc (Levitation upgrade)
- - - - - - - - - - - - - - - - - - - -
80 | Ferocious Aura (PSI Shield upgrade)
- - - - - - - - - - - - - - - - - - - -
85 | Sensory Scramble (Confusion upgrade)
- - - - - - - - - - - - - - - - - - - -
90 | Psychic Regeneration
- - - - - - - - - - - - - - - - - - - -
95 | Infinite Ammo (PSI Blast/Confusion upgrade)
- - - - - - - - - - - - - - - - - - - -
100 | Bonus Scene!!
-------------------------------------------------------------------------------
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( )
) ================= (
( 6) CHARACTERS )
) ================= (
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RAZPUTIN - Begoggled protagonist of our story. Born to a family of acrobats,
he always knew that he was different, which says a lot considering
the circus freaks he grew up with. His father vehemently
discouraged him from using the psychic powers he was discovering.
As result, he ran away to join the Whispering Rock Psychic Summer
Camp, after a mysterious stranger handed him a pamphlet one day.
MARCEAU OLEANDER - Though diminutive in stature, he is living large and loud.
He has a strong military-based personality. He drills the
camp members in the basics of psychic combat.
Affectionately known as 'Coach'.
SASHA NEIN - A cool, aloof, world famous Psychonaut. He is keen on
experimenting with psychically-gifted individuals, though he seems
a little inattentive to the ethics involved in such activities.
MILLA VODELLO - A warm, caring Psychonaut, famous for her killer parties. But
is her party persona a cover for something deeper?
FORD CRULLER - Weird old white-haired green dude, who seems to perform multiple
support functions around the camp. He also has a secret
underground facility, where he coordinates Psychonaut missions.
FRANKE ATHENS- Experienced redheaded camp member. One of the toll-collectors
when first leaving the kids' cabins area. Exclusive about her
circle of friends.
CHLOE BARGE - Wears a space helmet. Obsessed with contacting her supposed
outer-space progenitors.
DOGEN BOOLE - Little blue egg-shaped dude with a tinfoil hat. Has the problem
of making people's heads explode with his mind.
KITTY BUBAI - BFF with Frankie, and only Frankie. A skilled friendship
bracelet weaver.
MIKHAIL BULGAKOV - Russian guy, wears a yellow camp shirt and large red cossack
hat. Obsessed with finding and fighting psychic bears.
Strong but friendly, he hates bullies.
MALOOF CANOLA - Little, timid, often picked on. Wears a white rugby shirt with
red stripes. Gives you smelling salts at the start of the
game. With a little muscle at his side, his imagination and
thirst for revenge is unquenchable.
ELKA DOOM - Bossy, dating James. She secretly pines for her ex-boyfriend Nils,
though.
BENNY 'THE NOSE' FIDELEO- Purple, with really big ears. A yes-man born and
bred. Always on the lookout for anyone needing an
evil sidekick.
ELTON FIR - Does Lili's homework for her. Likes to talk to the fish in Lake
Oblongata. A sweet boy, empathetic to the plight of the little
guy.
CLEM FOOTE - Cheerleader guy with tall skinny neck, sweatband. He will remain
Crystal's constant companion to the bitter end.
QUENTIN HEDGEMOUSE - Mod guy in a turtleneck. Turntable-master for the camp
band 'The Levitators'.
J.T. HOOFBURGER - A young cowboy, currently dating Elka, who insists on calling
him 'James'. He feels caught between his new girlfriend's
and his best friend Chops's demands for attention.
PHOEBE LOWE - Green skin, wears headphones. Yellow shirt, pink pants. Has
issues with fire, due to her lack of pyrokinetic control.
Drummer in the band 'The Levitators'.
NILS LUTEFISH - Big blond head, bell bottoms, yellow camp shirt. Girl-crazy,
he likes to peek in on the female bunks.
MILKA PHAGE - Timid, she turns invisible a lot. Has a dull appearance. Likes
Elton, another timid young camper.
CRYSTAL FLOWERS SNAGRASH - Cheerleader girl with red topknot. Emotionally
unsettled, she doesn't handle failures well.
CHOPS SWEETWIND - Cool guy with green 'fro. Loyal friend to J.T.
VERNON TRIPE - Short, deep voiced, wearing a military surplus cap. Boringest
stories ever. Hotly avoided by the girl campers.
BOBBY ZILCH - The lisping, spitting camp bully. Scrawny with big frizzy hair.
Shirt has numbers '00'. The only thing of value he's ever
created is his trademark victory dance.
LILI ZANOTO - Experienced and sassy camp member. Sarcastic, but secretly
enamoured of Raz.
__,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
( )
) ================== (
( 6) WALKTHROUGH )
) ================== (
(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __)
`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
And now we finally get to the meat and potatoes of the guide. After pressing
Start (which you can delay to see the game credits flying around the screen),
Raz will appear on top of the title brain. Use the Left Stick to move him
around it. On the left hemisphere of the cerebral cortex (on the opposite side
from the 'Psychonauts' title), you'll find two doors. The yellow door with the
cracked egg lets you start a new game, while the blue door with the bed icon
allows you to load a saved game.
After the intro FMV, choose one of the three bunks in the dormitory. This will
save your profile. Multiple players can create different profiles to progress
through the game each at their own pace. From this point on, the game will be
saved automatically under your profile whenever you see a loading screen. You
can also manually save at any time. Your PS2 memory card must be placed in
slot 1.
Next, in a dream sequence, you get to set your camera controls using the Right
stick. When told to look to the right, press right or left, depending on your
preference for inverted or regular controls. You then learn about PSI
Challenge Markers. Then, look up by pressing the Right stick up or down,
depending on your preferences, to spot the PSI Card. If you want to change
your camera controls at any time, you may do so in the Options menu in Raz's
Journal.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.1 Whispering Rock - Kids' Cabins (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
~~~~~ PSI Cards: 12 ~~~~~
~~~~~ PSI Challenge Markers: 1 ~~~~~
~~~~~ Scavenger Hunt Items: 1 ~~~~~
Press Start to open Raz's Journal, and check out the different pages. Of
particular note is the To-Do list, which you can check if ever you lose track
of your current objectives to get yourself back on track. Your first task is
to go to Coach Oleander's training course, but if you prefer, you can explore
this area of the campgrounds and familiarize yourself with the controls a
little bit first. There are plenty of places to jump up, rail slide, trapeze
swing, pole climb, and perform other actions that will help get you through the
game. As you approach an appropriate spot, you will be prompted to try each of
these skills out. You will not be able to leave this area until you have
completed the training course, but you can move up along the dirt path towards
the exit for your first real-life encounter with the weird old green-skinned
skinny dude.
As you explore this area, watch for the purple trails emerging from the ground.
These indicate Psychic Arrowhead locations. Face one and press [Triangle] to
collect it. There are also several other Psychic Cadets for you to talk to.
Some conversations in this game are triggered simply by approaching people,
some you can listen in on by standing near a pair of characters already engaged
in talk (and these conversations can go on for quite some time, and are often
quite hilarious), while others require that you press [Triangle] when your
desired conversee is surrounded by the green target glow. You can also talk to
animals in this way... but I would worry if they answered back. Of particular
interest is the conversation you have with Dogan, especially the part after you
walk away from him.
Also, try to find as many of the PSI Cards as you can. To help you out in this
regard, here is a list of their locations (for the ones you can reach at this
point, anyway), as well as the PSI Challenge Marker and Scavenger Hunt item
(well, a teaser for that last one at least):
PSI CARD LOCATIONS:
1. Down one side of Raz's cabin (to the left as you exit the
cabin).
2. Inside the outhouse, to the left as you exit Raz's cabin.
Press [Triangle] to open the door.
3. On top of the cabin past the outhouse. Jump to the roof from
the trampoline beside it.
4. On top of one of the roots of the large main tree, leading
uphill.
5. Underneath base of ramp leading up to training course.
6. From the roof of the cabin with the trampoline beside it,
walk half-way across the tightrope and jump right to the
trapeze swing. Swing to the raised trampoline net.
7. On top of Raz's cabin. Cross the tightrope from the cabin
with the trampoline beside it to reach it.
8. At top of hillside above Raz's cabin. From the roof, swing
on the wooden poles, then grab the net around the tree and
jump to the landing.
9. Inside cave tunnel. From landing above Raz's cabin (see #8),
slide down the mud slope inside the cave, and jump right to
the side tunnel.
10. Inside cave tunnel, close to #9. Follow same directions.
11. On top of PA (public announcement) tower beside Dogan. Climb
the pole to reach it, or jump up the nearby rocks.
12. Requires Levitation ability to reach. See #8 to reach the
hillside above Raz's cabin. From there, do a Levitation
bounce to the left, far enough to grab onto the netting in
the side of the rock wall. Climb to the top of that net,
then do a double-jump backwards to grab another net (use
the camera to spot it first). Climb to the top of that one
too, then double-jump to the tightrope with the card above
it.
PSI CHALLENGE MARKER LOCATION:
-Jump onto the roof of the cabin with the trampoline beside it,
then cross the tightrope half-way. Jump right to the
trapeze swing, and swing to the raised trampoline net.
Bounce up to the ladder and climb to the platform with the
Challenge Marker.
SCAVENGER HUNT ITEM LOCATION:
Turkey Sandwich: Requires Pyrokinesis ability to obtain. Jump
on top of the cabin with the trampoline beside
it, then cross the tightrope to the roof of
Raz's cabin. Swing up the tree-branch poles,
climb the net on the tree trunk and hop to the
landing. Enter the cave and slide down to the
end. Open the refrigerator and use Pyrokinesis
on the ice block to melt it, revealing the
sandwich.
When you're ready, head up the ramp around the large tree in the middle of the
area (alternately, you can climb the PA tower near Dogan, then use the nearby
trapeze swing and climb a partial ladder to the top). In a FMV, you will
receive the Smelling Salts, which will be a permanent fixture in your backpack
from now on. Talk to Coach Oleander (press [Triangle] when he is surrounded by
the target glow) to initiate the first psychic stage.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.2 Coach Oleander - Basic Braining (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
======================
7.2.1 The Trenches
======================
~~~~~ Figments: 73 ~~~~~
Punch the projection of the Coach after he finishes yakking. Note that there
are a couple of objects amidst the plants on either side of the starting area
that yield Positive Mental Health when struck; look for any such destructible
objects in any level when you need to replenish your Mental Health, as
indicated by the brains in the upper left corner of the screen.
Jump over the first two gaps, then double-jump over the third. After this, you
come across your first Figment. Another jump brings you to the first piece of
Emotional Baggage, specifically the Steamer Trunk. Double-jump across the next
gap to collect the Steamer Trunk Tag, then jump back to reunite it with the
trunk, and watch as both go off happy together. Collect the Figments on the
ground here, then climb the ladder to the top of the watchtower. Slide down
the ladder on the other side to find more Figments and the Suitcase Tag. Climb
the pole, jump to the ledge, and climb the second pole to the top. Carefully
slide down the ladder on the other side of the concrete tower, waiting for the
flame spouts to cease spouting before moving down.
After the FMV, slide down the ladder and explore the ground here. In one
corner, behind the wooden platform, there is a sign reading 'Classified Route'.
This marks a hole leading to an underground passageway, but you can also take
the above-ground route. If you want to collect all of the Figments, you'll
need to do both. I suggest crossing the underground tunnel to the end, then
return to the start and take the above-ground path.
The underground tunnel is very straightforward. Simply jump across the
platforms to reach the far side. If you fall to the bottom of the pile,
backtrack to the nearest point where you can jump back up to the grates.
Collect the Figments in here, then return to the start and climb the ladder.
For the above-ground path, climb the ladder hidden in the weeds on the opposite
side of the clearing, then jump to the nearest circling airplane when it
approaches. There are a couple of moving Figments up here, so watch their
paths and try to intercept them. Hop to the second airplane when they pass by
each other, then to the far landing. Double-jump up the ledges to reach a
small set of stairs. Past the stairs, down the ledges, is the exit from the
underground path. Climb the stairs and jump to hang from the ledge, then
shimmy left across it until you're past the artillery cannons.
The path splits here again briefly. Go down the ledges to the left and through
the red pipe. On the other side, you'll find the pink Suitcase, whose tag
you've already collected. Return through the pipe and jump up towards the
trampoline nets. Here, there are several moving Figments 'jumping' up the
nets, so look around for them and clear them all out. At the top, grab the
ledge and haul up. Jump onto the netting on the wall and climb it using the
Left Stick. Portions of the wall will blow out as you move around, forcing you
to follow a certain path. Pull up at the top.
Talk to Dogan. Let him stay where he is for now, until you've had the chance
to cross the minefield once on your own to clear out all of the Figments. The
easiest place to capture the moving minesweeper Figment is to jump at him in
the far left corner, just inside the fence. When crossing the minefield, just
walk slowly (push gently on the control stick), and don't be afraid to jump
over one if you've got a large enough space to land in. If you explode, you'll
respawn at the start of the minefield. Once you've made it across, go back and
talk to Dogan, then choose to have him follow you. He'll walk in a straight
line towards you, so lead him across bit by bit. Occasionally, he'll start to
shiver and say "I can't do it!". Talk to him again at these time to reassure
him, and he'll continue to follow you. Walk slowly as he follows, especially
in the narrow spaces between mines. At the end, lure him to the fence line and
he'll rejoice in his assisted victory, and give you 25 Psychic Arrowheads.
To open the gates ahead, shimmy up the pole, pushing the flag to the top. You
may want to save before entering the tunnel ahead, because you'll be locked in
and won't be able to backtrack from this point anymore. If you have 69
Figments and have sorted two pieces of Emotional Baggage, then you're done for
this area (the last 4 Figments are just past this doorway). Inside the cargo
plane beyond, collect the last several Figments, listen to Vernon's story until
you can't stand it any longer, then strike the side door and jump out of the
plane.
====================
7.2.2 The Cannon
====================
~~~~~ Figments: 79 ~~~~~
~~~~~ Mental Cobwebs: 3 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
Do a Palm Bomb (your jump attack) on the button in the middle of the rings of
sandbags. This initiates a mini-game, in which you must punch the standees
that flip up all around you. Most of these are skeletal gunmen, and striking
each before it retracts will earn you one point. The green baby cut-outs are
'friendly', and striking them gets you no points (but you don't lose any
either). For the first round, you must hit 20 targets in 60 seconds. This is
incredibly easy to do. Each target will flash a '1' over its head in red a
moment before it vanishes.
After your first win, you can play again by performing another palm bomb on the
button. Progressive rounds get more and more difficult. The following table
outlines each round:
Round | Points | Time | Notes
=============================================================================
2 | 30 | 75 | Lose 1 point for each 'friendly' struck. Get
| | | used to the speed towards the end.
- - - - - - - - - - - - - - - - - - -
3 | 30 | 60 | Not much more difficult than round 2, but a
| | | little less forgiving of misses due to the
| | | shorter time limit.
- - - - - - - - - - - - - - - - - - -
4 | 40 | 75 | Lose 2 points for each 'friendly' struck, and
| | | lose 1 point for each missed target! You must
| | | get used to standing in the middle ring, and
| | | twitching the Left Stick towards the targets
| | | and punching as soon as they appear. Use the
| | | moments when 'friendlies' appear to re-center
| | | yourself.
- - - - - - - - - - - - - - - - - - -
5 | 40 | 60 | Very challenging, and very difficult. You can
| | | not afford to miss more than perhaps 3-4
| | | targets in the entire round. Note that the
| | | fast target rate begins at 5 points. Will
| | | likely require many attempts to master. Once
| | | you start missing targets, it goes downhill
| | | quickly. You can stop the round at any time
| | | by performing another palm bomb, rather than
| | | waiting for the timer to run out if things are
| | | going badly.
- - - - - - - - - - - - - - - - - - -
6 | 50 | 75 | Actually slightly easier than the previous
| | | round, since by now you'll be quite proficient
| | | at not missing any targets, and you have an
| | | additional 15 seconds to hit only 10 targets.
| | | Still, it requires that you maintain your
| | | near-flawless streak for a more extended
| | | period of time.
=============================================================================
Now, why do all this, since after winning the mini-game for the first time, the
gate ahead opens up? Well, though you only receive a few lousy Psychic
Arrowheads for the first few rounds, once you clear the last one, you receive a
PSI Cadet Rank increase of 1! This is essential if you want to reach rank 100
by the end of the game. The button disappears after you clear the final round,
so you can't play again.
Proceed through the opening to encounter your first Mental Vault. Punch it as
it runs around to view a slide-show about a significant event in the Coach's
memories. Jump out of the trench, and note the little teleport worm on the
right. He can carry you back to any previous sections in the current mental
environment. This is handy for when you've missed any Figments or other
collectibles, or just want to run through a particular section again. Anyway,
punch the giant skeletal Nazi cutout and advance into the cannon field. Don't
worry about collecting the many Figments here until you've eliminated the
threat of the mounted machine-gun dead ahead. The brick walls will protect you
from its rapid fire. Punch each wall to knock it down and raise the next one,
which you must run to before the stream of bullets reaches you. If you look at
the ground, you'll note the cable running back and forth; this leads to each
successive wall, so you know where to go after you punch your current cover.
The third wall you hide behind is permanent; the next punchable wall is further
ahead to the right. After you punch the final wall down, the cannon will be
disabled. Go back and gather any missed Figments, and also reunite the Hatbox
Tag with the Hatbox.
Climb on top of the machine gun turret and grab the Dufflebag Tag bouncing up
there. Do a palm bomb to smash open the planks on top, then jump into the
hole. Inside, climb the pole to push the flag up to the top. This opens the
gates ahead. During the slide through the tunnel, you can move left and right
slightly, and you can also slow down or speed up your slide by pushing down or
forward on the Left Stick, respectively. In order to collect the Figments in
here, pull back to slow your progress, and move to the side as needed. If you
just miss a Figment, you can double-jump back towards it. This may take a few
tries to make any reverse progress, but it'll save you from having to pass
through this section again, if you're aiming for total completion.
Once you land, jump up to the right swing pole, then push the Left Stick in one
direction to build up rotation, and press [X] to jump to the next pole up in
the direction that you're facing (which can be changed with [Triangle]). Be
sure not to miss the Figment as you swing up to the middle. At the top, wait
for the flame spout to desist, then jump to the ledge on either side and pull
up. Reunite the Dufflebag up here with it's tag, and grab the Figment on the
left. Swing up some more poles, in between bursts of flame. When you land on
the platform at the top, punch the wall beside you and head through the gap.
Approach the purple Mental Cobweb to learn all about them. Until you acquire
the Cobweb Duster, these will remain as impenetrable barriers. You will have
to come back later to collect this and other Mental Cobwebs in this stage.
Double-jump to the lowest tightrope stretched across the room, and press [X]
repeatedly to jump up the series of ropes. If you didn't get the Figment
floating around this area while on the ground, you can collect it easily from
on top of the second rope, on the side nearest the Cobweb below. Just wait
there for it to fly by. Jump over to the higher ropes as they move out of
vertical alignment, trusting the game's auto-targeting to help Raz land
squarely on them. Once you reach the platform at the top, punch the wall again
here and pass through the hole.
Before grabbing onto the trapeze swing, jump to the ground beside it and
collect a few Figments. Note the Mental Cobweb and the Mental Vault behind it.
Grab onto the trapeze swing, and press forward and backward rhythmically on the
Left Stick to build up your swing. Wait for the blue blimp Figment to come
around before jumping to the second trapeze. Once you release your current
trapeze, you can let go of the controller and Raz will grab safely onto the
next target, provided that your swing had enough momentum. Collect the Purse
Tag on the platform, then climb the ladder. Turn around and look for the Purse
inside an airplane section above and behind you. To reach it, jump to the
plane section to the right of the tightrope, then to the other nearby wing, and
jump to the net walkway sticking out of either end. Walk to the Purse to sort
it, then return to the platform at the top of the ladder. With the final piece
of Emotional Baggage sorted, you can view this stages 'Primal Memories'
(concept art) in the movie viewer in Raz's Journal.
Walk out along the tightrope. You can fit through the wedge in the wall, but
you can also double-jump on top of the wall to collect a Figment, then drop
back onto the tightrope on the far side. Cross the wooden walkway, and watch
for the green blimp Figment to pass by to jump to the trapeze swing. Swing and
leap to the next trapeze (don't worry about the odd angle that it's at relative
to your jump, Raz will still grab onto it), turn around and swing and jump to
the next platform. Wait up here to collect the purple plane Figment flying
around, then climb down the ladder and swing to the next platform.
Step onto the rail and enjoy your ride along it. You can slow down your
descent by pulling back on the Left Stick. Jump side to side to collect the
Figments as you approach them, and punch at the obstacles (the same skeletal
soldier cutouts from the mini-game at the start of this section) to avoid
taking damage as you pass through them. It gets more difficult to collect the
Figments as you near the bottom, so you can either play through this section
again at a later time by re-entering the Coach's mind, or you can let yourself
die towards the bottom, by running into Bobby Zilch or just jumping into the
oblivion below. You don't lose any Astral Layers in this stage, since it's
just a training level, so you can do this as many times as you need to collect
all of the Figments. The final Figment of the stage is at the end of the rail,
so when you're ready, sock Bobby right in the kisser as you slide up to him and
begin the final section.
================================
7.2.3 Obstacle Course Finale
================================
~~~~~ Figments: 11 ~~~~~
~~~~~ Mental Cobwebs: 2 ~~~~~
This is by far the shortest section in the Coach's mind, but it is still fairly
treacherous. But of course, since you won't lose any Astral Layers in this
stage, you can fall into the spinning grinders without fear. Move along the
log pathway, waiting for each section to mostly level out before advancing.
Try to grab the three floating yellow Figments as they pass nearby,
occasionally jumping to them, but trying your best to land back on solid
ground.
Slide along the rail to the end, collecting the final Figments. In the room at
the end, nothing much seems to be going on. Oh well, I guess you'll have to
check out the white hallway on the right side...
*** NOTE ON RETURNING TO BASIC BRAINING ***
You will doubtlessly have realized that you will need to come back here later
once you've obtained the cobweb duster, to clear the Mental Cobwebs and open
the second Mental Vault that you were unable to do anything with the first time
around. To return to this level, you will have to wait until night falls over
the camp. After this point, you will be able to re-play Basic Braining from
the Collective Unconscious (you'll learn of it soon enough). Remember to come
back if you're aiming to collect everything in the game!
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.3 Whispering Rock - Main Campgrounds (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
~~~~~ PSI Challenge Markers: 1 ~~~~~
~~~~~ PSI Cards: 18 ~~~~~
~~~~~ Scavenger Hunt Items: 2 ~~~~~
If you show the button to Coach Oleander, he'll give you a hint about finding
Sasha Nein's secret lab: use your map! Open Raz's Journal and scroll to the
last tab to view the location of your next main objective. Head up the dirt
path to the exit from the Kid's Cabins Area. You'll need at least one
Arrowhead in your possession; dig them up with [Triangle] while facing them.
Immediately upon entering the new area, you'll be given the Scavenger Hunt
sidequest. A couple of items will require specific PSI Powers to reach, while
most require simply careful searching. Here's a breakdown of the collectible
objects to be found in this area:
PSI CARD LOCATIONS:
1. Just over the fence to the right as you enter the Main
Campgrounds from the Kids' Cabins Area.
2. On top of the PA tower to the rear corner of the Main Lodge,
on the side nearest the Kids' Cabins Area entrance.
3. Directly behind the Main Lodge, near the roof. Walk across
the tightrope from the top of either PA tower behind the
Lodge to reach it.
4. On top of the PA tower to the rear corner of the Main Lodge,
with the pair of camp cheerleaders on top of it.
5. Underneath the ramp leading up to the Main Lodge entrance.
6. On top of the PA tower where the dirt path splits, straight
out from the Main Lodge.
7. At the end of the tightrope leading from the PA tower nearest
where the dirt path splits in three to the roof of the Main
Lodge.
8. On top of the Main Lodge's lower roof. Follow the tightrope
from the PA tower behind the Lodge with the cheerleaders on
top of it, then jump to the section of the reddish-brown
roof that sticks out to the side. Walk along its ridge to
the card.
9. From the top of the PA tower nearest where the dirt path
splits into three, double-jump towards the rock wall and
head to the right along its ridge. Jump towards the
platform around the tree, though you actually want to land
on the rock below it, with the plank platform. Head along
the greenish rocks to the left to reach the card.
10. From the top of the PA tower nearest where the dirt path
splits into three, double-jump towards the rock wall and
head to the right along its ridge. Jump towards the
platform around the tree, though you actually want to land
on the rock below it. Walk out onto the planks here, and
use the trapeze swing to reach the card on another tree-top
ring.
11. From the end tree-top ring from #10, walk along the tightrope
to the top of the gate to the parking lot.
12. Inside the outhouse inside the gate to the parking lot.
13. In the parking lot, in empty space to the left of the
entrance.
14. On top of the jeep in the parking lot. Double-jump onto its
hood, then onto the roof, which is springy.
15. Over the basketball net in the parking lot. Double-jump to
it from the nearby yellowish rock.
16. On top of a rock along the path leading down to the parking
lot.
17. Behind a tree along the hillside straight out from the picnic
benches past the Main Lodge.
18. Requires Levitation ability to reach. Bounce on top of the
cut log in the middle of the parking lot.
PSI CHALLENGE MARKER LOCATION:
-On top of the Main Lodge's upper roof. Follow the tightrope
from the PA tower nearest where the dirt path splits into
three, then jump onto the roof.
SCAVENGER HUNT ITEM LOCATIONS:
Gold Doubloon: Down the right side of the Main Lodge, in a nook
in the foundation.
Eagle Claw: On top of a platform ring at the top of a tree,
sticking out from the rock wall past where the path
splits and heads towards the parking lot. From the
top of the PA tower nearest where the dirt path
splits into three, double-jump towards the rock wall
and head to the right along its ridge. Jump towards
the platform around the tree, though you'll actually
land on the rock below it. Walk out onto the planks
here, and use the trapeze to reach the card on
another tree-top ring.
Aside from collecting those goodies, there isn't a whole lot to do in this
area. For fun, you can repeatedly check out the announcement boards in the
parking lot, as well as the signs on the cut log in the middle of the parking
spaces. Ultimately though, this place is a waystation leading to several other
important locations. For the main quest, you would want to follow your map
towards the area titled 'GPC and Wilderness'. But before you go there, you
ought to check out some other places, namely the Main Lodge and the Reception
Area. The Beach I'll leave until later, because you'll have to go there as
part of the main quest shortly.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.4 Whispering Rock - Main Lodge (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ Scavenger Hunt Items: 1 ~~~~~
The Main Lodge is the large building in the middle of the Main Campgrounds.
The front door is at the top of the winding ramp, but you can also get in from
the back patio. There isn't a whole lot to do inside the Lodge, but it does
contain one essential location: the Camp Store. Talk to Ford behind the
counter on the right after entering through the front doors, and peruse the
selection of objects available for sale. The controls for shopping will be
listed on the screen.
Item Cost PSI Cadet Rank required
====================================================================
Cobweb Duster 800 Arrowheads 20
PSI Energy Colorizer 250 Arrowheads 30
Mental Magnet 400 Arrowheads 15
Dream Fluff 50 Arrowheads 1
PSI Core 10 Arrowheads 1
Dowsing Rod 50 Arrowheads 10
If you've been collecting Arrowheads, then you can afford a couple of items.
Your first purchase should be the Dowsing Rod, because that will help you to
find a lot more Arrowheads more quickly. Next, buy however many PSI Cores as
you can afford, because they will let you assemble PSI Challenge Markers from
your collected PSI Cards, granting you PSI Cadet Rank increases. You can then
start saving up Arrowheads to buy the Cobweb Duster, which will prove
invaluable in clearing future stages perfectly.
You can also chat with the band practicing on the stage, and go up the stairs
on the right side to the television room. Change channels with [Triangle]
while in front of the TV, though there's not much worth watching. There is one
other item of interest in here though:
SCAVENGER HUNT ITEM LOCATION:
Voodoo Doll: On top of the rafters over the stage. To reach it,
jump onto the table beside the first window on the
left after entering through the front door, then
jump on top of the bookshelf in the corner.
Double-jump to the top of the doorway over the
entrance, then up to the nearest ceiling beam. Hop
across the beams to reach the doll.
Head back outside to continue your fun in the sun.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.5 Whispering Rock - Reception Area (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ PSI Cards: 21 ~~~~~
~~~~~ PSI Challenge Markers: 1 ~~~~~
~~~~~ Scavenger Hunt Items: 4 ~~~~~
This is the location where the game's opening FMV took place. It serves no
other practical purpose for the rest of the game, other than harboring a few
collectible items, including a whole lot of PSI Cards, and if you've purchased
the Dowsing Rod, you can also hunt for Deep Arrowheads so that you'll be able
to afford the Cobweb Duster eventually. Head through the campfire area and
start along the fenced-in dirt path. You will pass by a camper atop a rock,
with that crazy old guy hanging around outside of it. Go up to him for a funny
conversation. Continuing along the path, you will pass through more woods,
then you'll pass a swampy area on the left. After that, the path leads to the
GPC and Wilderness area. Watch out for the psychic bear that inhabits this
area. Unless you have any PSI Powers, it's best to just avoid him.
PSI CARD LOCATIONS:
1. Over the fence to the left of the camper on a rock. Watch
out for the bear!
2. Behind a grave marker at the top of the hill to the left of
the camper on a rock.
3. Inside the cave entrance over the fence to the right as you
approach the camper on a rock.
4. Up a ladder above the cave entrance and part-way across a
tightrope.
5. Up a ladder above the cave entrance and all the way across
the tightrope from the wood platform.
6. At the end of the tightrope in #5, jump to the rocks on the
left and up to the rock with the card.
7. At the top of the hill between the swamp and the camper, on a
rock to the right of the campfire area.
8. At the top of the hill between the swamp and the camper, on
the tree branch over the campfire area. Tricky to reach
without using Levitation, but possible by jumping onto a
ridge in the tree trunk beside the branch.
9. At the top of the hill behind the swamp with the curved ramp
leading around it.
10. On top of the rocks to the right of the waterfall behind the
swamp.
11. On top of the rocks to the left of the waterfall behind the
swamp.
12. On top of the rocks to the left of the waterfall behind the
swamp (no, you're not seeing double; there are two cards
on the rocks here).
13. On a ridge over the stream leading away to the side from the
base of the waterfall behind the swamp.
14. In front of the rusty truck caught in the tree, on a hill to
the right of the waterfall behind the swamp.
15. Inside the cave across the main path from the swamp.
Requires that you kill the bear, for which you will need to
have learned at least one PSI Power.
16. At the top of the cave tunnel. To reach it, you'll have to
be able to kill the bear in the tunnel.
17. At the end of the long rail slide after emerging from the top
of the cave tunnel.
18. Above the upper entrance to the cave tunnel. You'll have to
carefully walk between the rails to avoid sliding on them,
then jump to the ledge on the side and up to the card.
19. From the hill behind the swamp with the campfire area, jump
right over the rocks, then to a rock behind a tree trunk
along the rim of the area. Leap from here to a caved-in
mine entrance at the top of a slope, then out to a log
platform between two posts.
20. From the location for #19, once you've learned the Levitation
ability, jump and float to the card on top of the post.
21. Located behind the waterfall. Jump through the water stream
into the alcove behind it.
PSI CHALLENGE MARKER LOCATION:
-From the hill behind the swamp with the campfire area, jump
right over the rocks, then to a rock behind a tree trunk
along the rim of the area. Jump from here to a caved-in
mine entrance, where you'll find the marker.
SCAVENGER HUNT ITEM LOCATIONS:
Cherry Wood Pipe: Beside the rusty truck caught in the tree, on
a hill to the right of the waterfall behind
the swamp.
Condor Egg: Atop a tree trunk in the swamp. To reach it, get
through the cave tunnel (which requires that you
defeat the psychic bear inside), then slide along
the long rail and hop to the nest on top of a tree
trunk.
Dinosaur Bone: From the campfire area on a hill behind the
swamp, jump to the lowest tree branch using a
ledge in the trunk to the right. Walk out to the
very tip of the branch, then double-jump up to
the tip of the second branch above you. Move
under the bone and double-jump to grab it.
Fertility Idol: Requires PSI Blast ability to obtain. Use your
target lock and PSI Blast the beehive, on the
hill over the fence near the campfire area. In
the remains of the hive, you'll find the idol.
You can head to the GPC and Wilderness area now if you like, but if you've
reached at least PSI Cadet Rank 10, you'll want to visit Ford Cruller's
Sanctuary at some point in order to learn Pyrokinesis (if you don't know how to
get there, see further down in the walkthrough, or just wait for a certain game
character to give you hints about it).
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.6 Whispering Rock - GPC & Wilderness (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ PSI Cards: 18 ~~~~~
~~~~~ PSI Challenge Markers: 2 ~~~~~
~~~~~ Scavenger Hunt Items: 4 ~~~~~
As you move around this area, there will be a couple of short FMV's featuring
various campers when you pass by specific spots. Following the dirt path, at
one point you can pass through a hollowed-out tree trunk to cross the river, or
keep going along the river's edge to the right to reach a cave that leads to
the Beach and Boathouse area, which you will need to visit later on. On the
other side of the river, besides the large GPC enclosure, you can find some
more forest landscape, and also Ford Cruller dressed as a park ranger, in front
of a run-down shack.
Once again, there is plenty of stuff to collect in this area:
PSI CARD LOCATIONS:
1. In the riverbank, past where the logs have fallen into the
water, under a ridge.
2. Beside Chloe, at the top of a series of rock ledges beside
Ranger Cruller's shack.
3. From the hilltop with Chloe, beside Ranger Cruller's shack,
swing across two tree-branch poles to a ledge, then across
two more to the card.
4. From #3, jump to the adjacent ledge and slide through the log
to collect the card.
5. Over top of the cave leading to the beach and boathouse area.
6. On top of a rock outside the perimeter of the GPC, to the
left.
7. Outside the perimeter of the GPC, in the back of the area.
8. On top of a log lying just outside the fence around the GPC,
in the back guarded by a psychic bear.
9. On a log just outside the fence around the GPC, near the back
towards the right side, at the top of the hill over the
water geysers.
10. Behind a tree outside the fence around the GPC, near the
water geysers.
11. On a log just outside the fence around the GPC, near the
water geysers.
12. On top of the log tunnel that crosses the river.
13. Underneath the walkways inside the GPC enclosure, towards the
back.
14. On top of the upper dome in the GPC enclosure. To get up
there, use the spikes around the dome as ledges.
15. Climb the tree that has vines wrapped around it at starting
at the level of the outer walkway of the GPC. Step onto
the branch at the top with the card on it.
16. From #15, cross the branch and swing across the pole to land
on the next branch, which you will slide along and climb
the vines on the trunk. Go up to the next branch, where
the card is visible.
17. From #16, cross the branch and jump to the next vine-covered
tree trunk. Climb up and hop to the next branch above,
then cross that and jump to the parallel branch at the end.
Grab the vines on the trunk and climb down to the branch
below.
18. To the right of the GPC enclosure, in the valley, find the
yellowish rocks with several Psychic Arrowhead trails on
top of them. Jump to the grassy hill behind them, and go
up to the tree where you don't automatically slide down the
slope. Double-jump around the right side of the tree to
the card behind it.
PSI CHALLENGE MARKER LOCATIONS:
-Inside Ranger Cruller's shack. To get inside, double-jump from
the top of the ridge beside the shack, which you can reach
by jumping up a series of rocks. Chloe is hanging out up
here early in the game. From the shack's roof, jump
through the hole. Jump back out through the hole to exit.
-Climb up the vines around the tree trunk from the walkway
around the GPC. Swing, slide and climb along the branches
and up the tree trunks, until you can climb to the cut top
of the tree with the marker on top of it.
SCAVENGER HUNT ITEM LOCATIONS:
Pirate Scope: Along the outer edge of the area in the valley to
the right of the GPC enclosure, just to the left
of the entrance to the cave leading to the beach
area, walk up the grass hill near the yellowish
rocks. Go slightly up the right side of the tree,
stopping before you slide back down the slope, and
double-jump around to the back of the tree. Jump
up the rocks here and climb the small vine section
to reach the telescope at the top of the hill.
Alternately, you can use Levitation to bounce up
here more easily. Also, you can use Clairvoyance
on the Crow Feather that you find to help divine
its location.
Golden Acorn: Requires Invisibility to collect. In the valley
to the right of the GPC enclosure, a squirrel
holds onto the acorn, but runs into his tree
whenever you approach. Turn invisible while at a
safe distance and walk up to grab the nut.
Glass Eye: Requires Telekinesis to obtain. Walk in the river to
the right until you reach its end, where it goes
under the GPC enclosure. Behind the grate, you can
see the eye. Simply use Telekinesis to float it
through the fence towards yourself.
Miner's Skull: Come back once you learn the PSI Shield ability.
In the valley to the right of the GPC enclosure,
you'll find two water geysers, one of which is
plugged up by the skull. You need to create
enough pressure over the left geyser to force the
water through the right one, so stand over top of
it and use your Shield.
Once you enter the GPC enclosure, you'll hear a very annoying crying child. To
stop the racket, move up the grill walkways and strike the door on the upper
dome to release him. You can now enter this chamber. Pull the red button that
Sasha gave you out of your backpack, and use it inside the chamber, revealing
a hatch in the floor. Jump inside.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.7 Sasha's Underground Lab (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ PSI Cards: 2 ~~~~~
~~~~~ Scavenger Hunt Items: 1 ~~~~~
You begin at the top of a winding staircase. Head on down, or simply jump off
the edge and fall to the ground. Talk to Sasha Nein, then carefully consider
if you're doing the right thing. Talking to Sasha again doesn't alleviate any
of your fears, that's for sure. Before you engage in the experiment, make sure
that you collect the easy-to-find goodies in this area.
PSI CARD LOCATIONS:
1. On the ground, behind a decorative room divider on the side
of the room opposite Sasha's position.
2. On top of a ledge in the wall near Sasha's position. Jump up
a couple of steps to reach it.
SCAVENGER HUNT ITEM LOCATION:
Fossil: Go to the third landing down from the base of the ladder
at the top of this room and look around for the glowing
item. Double-jump to the ledge in the nearest corner,
then cross to the wall, drop to the left, and jump up to
the fossil.
Stand in front of the Brain Tumbler and press [Triangle] to begin the level.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.8 Brain Tumbler Experiment (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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Run around the astral ring to reach the one open doorway, and walk through it.
You will now be in the outskirts of Raz's mind.
=============
The Woods
=============
~~~~~ Figments: 92 ~~~~~
~~~~~ Mental Cobwebs: 5 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
Run around the caravan, collecting the four floating Figments in this area.
Also, head after the Mental Vault on the right and punch it open. Head up the
caravan steps into the unknown.
You find yourself in, well, somewhere. Your options for action are limited.
Eventually you'll have to try punching. Strike the environment three times,
and you'll emerge from your shell.
Grab the Purse Tag from behind the shell, then start following the bunny, while
gathering the many Figments all along the path. Any of the glowing items on
the ground can be smashed to release some pickups (Positive Mental Health or
Psychic Arrowheads). The same goes for the rubbery steaks, though they aren't
destroyed outright. Watch out for the snake plants that rise up when you
approach them. Once they're activated, you can strike them three times (or use
Pyrokinesis, or whatever) to kill them, or simply avoid them. Also note that
many of the wiry bushes rattle and push you back when you walk into them.
Collect the Steamer Trunk Tag once you turn the corner. And just ahead of
that...
Oh well, so much for this level. Talk to Sasha again right away. He then
sends you to Ford Cruller's sanctuary (which you may already have discovered on
your own; it was accessible anytime after clearing Basic Braining). When
talking to Ford, choose the 'Sasha says I need to learn how to fight better'
dialogue option. You will receive the Marksmanship Training Badge, and can
then return to Sasha to continue your training.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.9 Ford Cruller's Sanctuary (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ PSI Cards: 2 ~~~~~
To reach Ford's Sanctuary, you must jump into one of the hollow logs with the
lanterns hanging beside them, found in every area of the camp (the one in the
Kids' Cabins Area was previously closed off, but is now open). The easiest one
to spot is straight out from the Main Lodge. Alternately, if you're just
finding out about the place from Sasha, the entrance in his lab is the easiest
one to reach currently. Jump into any of them, and you'll land on a cart,
where a beautiful electronic voice will ask you for your destination. You can
go to the Sanctuary, or to any camp location that you've already visited.
It's a good idea to visit the Sanctuary once you've reached PSI Cadet Rank 10,
because then you'll be able to learn Pyrokinesis. On your first visit, you'll
watch an informative FMV identifying the strange old man you've been seeing
around camp. You can then ask him questions to clear up the story so far. Ask
him about the equipment to learn about the PSI Challenge Marker creator and the
Cobweb detangler. Assuming that you've bought at least one PSI Core in the
Main Lodge (and have been collecting PSI Cards), you can now use the first
machine to provide yourself with PSI Cadet Rank increases. You'll receive
instructions on using the machines when you first approach them. To get back
up top, you'll need to jump up the floating platforms.
When you finish talking with Ford Cruller, he gives you the Bacon, which you
can use to talk to Ford or teleport to his Sanctuary at any time while in the
physical or mental world.
There are also two PSI Cards to be found in the sanctuary. Here are the
locations:
PSI CARD LOCATIONS:
1. On the ground, to the left when you're facing the Cobweb
detangling machine.
2. Atop a platform on one side of the room, at the level of the
main deck. Double-jump to the platform just below the one
with the card, then up to grab the edge of the platform
and hoist up.
When you're finished with this area, head along the walkway leading to a hollow
log, and jump in to return to the underground cart. Ride it to whichever
location is most convenient for your current purposes. Remember to return to
the Sanctuary whenever you reach a PSI Cadet Rank level that grants you new
abilities.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.10 Sasha Nein - Sasha's Shooting Gallery (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ Figments: 69 ~~~~~
~~~~~ Mental Cobwebs: 5 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
Once you've obtained the Marksmanship Training Badge from Ford Cruller in his
sanctuary, return to Sasha's lab and speak to him. Choose to enter his mind.
After a brief introduction, you can use the PSI Blast ability. Blast all three
horrible lamps. You then learn to use the target lock ability. Destroy the
three lamps in the order given by the overhead numbers. Next, you encounter
your first Censor. Use a single PSI Blast to destroy it. Sasha teaches you
about a couple of pickups.
In order to earn your merit badge, you'll need to blast a whole lot of Censors.
Of course, possessing the impatience of youth, Raz isn't willing to take
several days to accomplish this. To help him out, you'll want to speed up the
rate of Censor generation using the floating dial in the middle of the field.
Press [Triangle] while facing it to move the dial up a notch. Each time, the
frequency of Censors will increase, and more than one will start to be produced
at a time. Increase the gauge gradually, giving yourself time to clear out the
current Censors before turning your back on them to turn the dial up again.
Now, any sane person would think twice before turning the gauge to the 'skull'
setting, but you're going to have to in order to progress. Sasha gives you
hell, and the landscape becomes just a bit more chaotic. Now, you must circle
the cube (just walk over an edge to turn to the next face) to the active
surface, and blast certain targets, all the while fending off Censors and
collecting Figments and other goodies.
Head to the first battle zone. Remember that Censors can jump up to your
location, so it's in your best interest to destroy them whenever you can. Jump
onto the bed and punch the Mental Vault, and also get the Dufflebag Tag from on
the pillow. The Dufflebag is located on the ground in one corner, near the
baby bottle. The Hatbox Tag is found on a block over the Dufflebag's position,
and the Hatbox itself is on top of one of the posts of the headboard for the
bed. Jump to all of the floating blocks to collect the many Figments. There
are also two Mental Cobwebs to collect, assuming that you've purchased the
Cobweb Duster, on the ground underneath blocks. Be sure to collect everything
before blasting the target closing the Censor leak for the second time, because
the whole cube surface will shut down after that. If you need it, there is an
Astral Layer near the target's first position.
The second section is slightly less chaotic, though a bit more dangerous. The
Censors here are larger, take two hits to kill, and have ranged attacks. These
are easily avoided simply by moving to the side. Run around the base, then
jump up the discs. Collect the Purse Tag on the lowest disc, then reunite it
with the Purse on a higher distand platform. Jump to the discs near the
target, and blast it. Repeat for its second location once you've collected
everything that you can find.
For the third area, you also need to watch out for the Personal Demons that
arise at ground level. These explode once they close in on you, so you need to
blast them from a distance, or quickly move away once they start trembling
before self-destructing. Run around the floor doing this as you collect the
various Figments, and the Steamer Trunk Tag. Climb the ladder in the middle of
the area. From the top of the ladder, jump towards the stack of shoeboxes, and
climb it to kill the Censor firing at you from there. Be warned that the
Personal Demons also jump up to chase you down wherever you go. There are two
Mental Cobwebs to clear in the stack of shoeboxes, one near the bottom on the
outside edge. Once you've collected everything from the boxes (as far as you
can jump up, at least), jump from the top of the ladder out to the round
platforms. Jump to the Steamer Trunk to sort it, then back to the tape measure
roll, and slide along the yellow tape measure to reach the top of the stack of
boxes, collecting some Figments along the way. Finish clearing the boxes.
Now, before you finish off this section by blasting the second Censor vent
target, drop to the ground and run around the other sides of the cube until you
find the second Mental Vault. Pursue it and punch it open, then return to the
stack of shoeboxes. Head for the Censor vent target and blast it. Pursue it
to its second location and repeat.
For the fourth area, you have melee Censors and Personal Demons to contend with
once more. Run around the base collecting the Figments, and the final Mental
Cobweb at the base of one of the arms of the tower. Jump up to the Suitcase
Tag, then fight your way up the stairs and reunite it with the Suitcase at the
top. If you've sorted all of the Emotional Baggage, you can now view the
stage's Primal Memories in Raz's Journal for a hint of what's to come. To
shoot the target and close the Censor outlet, walk out onto the arm of the
tower closest to it, then use your target lock.
And now for the boss Megacensor: First of all, you must close the valves on the
other five surfaces of the cube to stem the flow of small Censors, who run into
the large one and replenish his health constantly. Once you've destroyed all
five valves with your PSI Blast, you can begin blasting the giant Censor. He
will throw globs of brown goop at you while you do this; dodge to the right to
get out of the way of these. You will also be assaulted by mini-Censors
constantly. Use the Palm Bomb attack to kill several at once, giving you
Positive Mental Health as pickups frequently, which lets you keep on battling
for longer. Watch the big guy's health bar and blast him whenever you get a
clear shot. It won't take many hits before he's dead.
Congratulations on learning the PSI Blast!
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.11 Return of Brain Tumbler Experiment (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ Figments: 92 ~~~~~~
~~~~~ Mental Cobwebs: 5 ~~~~~~ ** These tallies will include anything that
~~~~~ Mental Vaults: 2 ~~~~~~ you collected on your last visit **
Re-examine the machine in Sasha's lab, then run around the astral plane to the
correct doorway. You will re-emerge at the start of the last area you were in,
in the cracked egg. Go up the same path as before, pursuing your bunny spirit
guide. When you reach the monster from before, you won't be able to run ahead
towards it. When you reach the end of your path, target-lock the monster with
the glowing eyes, and send it into oblivion with a single PSI Blast.
Now you can continue through this stage. Collect the various Figments,
including a couple of floating yellow ones circling the area, and reunite the
Purse with its tag (which you may have already collected last time). Also dust
the Mental Cobweb in the right corner before jumping up to the ledge above.
The Steamer Trunk is on another raised ledge on the right side (again, you'll
have collected the tag already on your previous visit). Censors will emerge
from a portal just ahead, so wipe them out before doing anything else. This is
a one-time attack. From the raised ledge on the right, you can also jump and
swing across a couple of poles, then grab onto a vine that works as a trapeze.
Line yourself up left to right with the vertical stick hanging down from the
roof ahead, then built up some swinging momentum and leap to the stick. Climb
to the top, then jump to the next vine trapeze ahead, and use that to swing to
the ledge with a couple more Figments. Return to ground level, fight off some
more Censors, and gather the Dufflebag Tag from the bottom of the ledge behind
you.
Continue up the path, gathering Figments wherever you can find them. A couple
are floating around the area too. Ahead, there will be a large ranged Censor
firing away at you. As you approach him, three more regular Censors come out
to play. Destroy them all, and grab the Suitcase Tag on the right before
jumping and hoisting up the ledge ahead. The Suitcase is on a raised ledge on
the right here; also from this ledge, you can backtrack jumping across several
more ledges to find a secret area with several Figments, the Dufflebag, and a
Mental Cobweb.
Continue along the ground and fight a large group of Censors. Just ahead,
you'll find a Mental Cobweb on the left side. Keep on going, grab the yellow
Hatbox Tag. You'll soon come to a nautilusshell-type thing on the left side.
Strike it, and it'll start emitting vapors upwards. That's all you can do for
now, just remember it. Also right here, there is a Mental Cobweb in the
surface of the rock overhead. You can collect it by using your Cobweb Duster
with the cobweb visible on-screen. Move ahead a little further to see an
important FMV.
In the clearing, move all around the perimeter to find the Hatbox, the last
Mental Cobweb, and a Mental Vault containing an extremely perplexing slide
show. There is also a valuable Golden Helmet, increasing your maximum number
of Astral Layers. Fortunately, these are all quite easy to find. There are
also a couple of floating Figments to hunt down, before starting up the thorny
tower (hmm, where have I heard that term before?).
Climb the tower ramp, collecting a few more Figments and watching below for any
floating Figments that you may have missed. When you reach the nautilus shell,
Sasha will declare that you need to use Levitation, and you will exit your mind
so that you can go and learn it.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.12 Whispering Rock - Boathouse & Beach (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
~~~~~ PSI Cards: 16 ~~~~~
~~~~~ PSI Challenge Markers: 1 ~~~~~
~~~~~ Scavenger Hunt Items: 2 ~~~~~
Head down to the water's edge to view a couple of important FMVs. After that,
it's time to explore and find some pickups. There are several that you won't
be able to reach at this point, at least in part due to the interference of
Bobby Zilch, who won't let you past a certain point on the docks. Be careful
around the water, since a phantom hand will slap you away if you touch it. If
you get too far in, you'll be dragged under and tossed back ashore. For a
little fun, read the message board along the beach repeatedly.
PSI CARD LOCATIONS:
1. On the ground behind the steps leading down to the docks from
the Main Lodge.
2. At the very left edge of the beach, behind a large rock,
along the water's edge.
3. Go to the very left edge of the beach and jump to the dirt
path in the hillside along the back of this area. Jump up
one more level to the card.
4. From #3, swing up the tree branches to reach the card where
the dirt path starts up again.
5. From #4, continue up the hill, then swing left over several
tree branches from a rock at the left edge of the path.
The card is over a branch in the middle.
6. From the left edge of the branch where you collect #5, swing
to the next two branches, and jump to the round platform
in the hillside.
7. Beneath the ramp leading down to the beach, beside the log
entrance to the underground rail system.
8. On the ground to the right of the boathouse, along the rock
wall.
9. On top of the docks in the middle of the lake, over a plank.
Requires Levitation to reach.
10. On a rock in the water out from the main docks. Requires
Levitation to reach.
11. Once night falls, follow the docks past the point where Bobby
Zilch previously stood guard, to where there is no more
roof overhead. Bounce up on top of the roof over the docks
here, and run back along it to the first card.
12. Once night falls, follow the docks to the right of the beach,
until you pass the overhead roof. Bounce up to the roof
and follow it back, then run up the left tightrope to the
card.
13. From #12, climb up the netting over the boathouse, then jump
to the round platform with the card.
14. From #13, use the trapeze swing to swing and jump towards the
rock wall behind the boathouse. Jump up the ledges to
reach the card behind a tree.
15. Once night falls, follow the docks past the boathouse. When
the path splits, go left to the card at the end.
16. Once night falls, follow the docks past the boathouse to the
point where the overhead roof ends. Bounce onto the roof,
then bounce to the larger roof of the diving platform just
ahead. Grab the card at the roof's peak.
PSI CHALLENGE MARKER LOCATION:
-On top of the large rock at the left end of the beach. You
need Levitation to reach it. Jump up to the paths in the
wall behind it two levels, then bounce and float to the top
of the rock.
SCAVENGER HUNT ITEM LOCATIONS:
Psychonauts Comic #1: Go to the left edge of the beach, then
jump to the dirt path in the hillside.
Follow this back to the comic's location.
Diver's Helmet: Once night falls, follow the docks past the
boathouse until you're past the overhead roof.
Jump on top of the roof and follow it back, then
climb the netting over the boathouse. From the
round platform above, use the trapeze swing to
reach the rock wall behind the boathouse, and
jump up the ledges until you encounter a Psychic
Cougar. Use Invisibility to walk up to him and
punch him out, then collect the helmet he was
guarding.
When you're finished on the beach, talk to Admiral Cruller and he'll show you
to the canoe. Press and hold [X] to propel it forward, and steer with the Left
Stick. You can only dock in a couple of other places, namely the end of the
dock with the campers, and on the large dock at the other side of the lake
where Milla is giving her class. Head there and talk to Milla to begin the
Levitation training.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.13 Milla Vodello - Milla's Dance Party (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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=====================
7.13.1 The Lounge
=====================
~~~~~ Figments: 79 ~~~~~
~~~~~ Mental Cobwebs: 3 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
You can destroy most of the decorative objects all around this stage if you
ever need to grab some Positive Mental Health. The Levitation ability is
automatically assigned to [R2]. Press it to generate a ball, which you can
then use to jump far greater heights and distances, and roll along with great
speed. Pick up a couple of Figments as you cross this room; there aren't very
many. Jump and float through the three rings to open the barrier ahead.
Before going through it, though, grab the Dufflebag Tag on your right, and
jump into the area below the giant bouncer to collect a Mental Cobweb in the
corner on the right. You'll need to use your Levitation ball to bounce back up
again.
In the room with the curved floor, you need to roll around to pick up speed,
then roll up one edge along the arrows and jump at the top, passing through
each of the rings. Once all of them are activated, a number of platforms will
appear for you to bounce up one by one. As you go around this room, there are
several Figments to collect, but they are difficult to see due to the rotating
lights. Once you reach the top of the flower platforms, a shortcut will be
created on the ground back up here, in case you should fall. Bounce to the
platform with all of the dancers and collect more Figments, and sort the
Dufflebag up here as well. Bounce to the highest round platform, then jump up
and float down through the series of rings. Next, you are instructed to bounce
and float in the airstream to fly across the room. Before you do that,
however, there is a secret room that you must deal with.
Look at the fan blowing the bubbles across the room. The entrance to the
secret room is to its left and down slightly. Jump to the platform in the
airstream without floating, and bounce from there to the secret room. Collect
the Figments and strike the Mental Vault to gain some insight into Milla's
past. Next, you can open the chest in the corner with [Triangle], then jump
inside to find a very disturbing place. Jump back through the floor, then exit
the secret room and bounce to the party floor just below. Use the shorcut to
return above, and bounce and float while in the airstream to fly across the
room. Grab the Steamer Trunk Tag at the base of the ladder, then climb up.
In the next room, before you create a Levitation ball, collect the Mental
Cobweb behind the pod you emerge from, and grab the Hatbox Tag on the other
side of the track. Roll around the floor area collecting some Figments, then
bounce up to the surrounding ledge for some more Figments, and sort the Steamer
Trunk on one side. Now, form a new Levitation ball and roll into the plunger.
When you fly up, try to land on the round spring platform. You'll carreen off
a series of bumpers and land on a new platform, activating a shortcut. Move
around the upper ring, gathering figments and sorting the Hatbox. Next, jump
onto the rail along this ring and slide all the way around, activating all of
the hoops. This turns on an elevator platform. Watch for it to lower, then
jump onto it and ride up. Bounce to the party platform at the top of the room,
gather Figments there, then bounce to the exit at this height on one side of
the room. Punch the door marked with the fists to open it.
In the connecting tunnel, be prepared for the well-dressed Censors and Personal
Demons that will attack you. Grab the Purse Tag and exit at the other end.
Run around the floor in the next round room, gathering the Figments, and punch
the Mental Vault. Roll up the floor in any direction, then jump and grab onto
the net that surrounds the room. Climb up and jump to the edge of the floating
platform above. Form a new Levitation ball, and roll around the hazards to
prove that they can't hurt you... except for the water, unfortunately. Bounce
to the pole in the middle of the platform and climb up it, then jump to the
nearby small platform above. From there, bounce to the rotating platform
further out towards the perimeter of the room. It will approach a barrier, so
bounce over it and drop back onto your circling platform. On the other side of
the barrier, bounce to the next stationary platform, a little higher than your
current position, and from there to the blue bumper. This will propel you to
the Purse's position, so you can sort it. From here, bounce and float to the
exit, with the pink and yellow door. Punch it and head into the tunnel, where
a pair of Censors appear. Pummel them, then enter the next section.
===================
7.13.2 The Race
===================
~~~~~ Figments: 97 ~~~~~
Walk up to the checkered starting line. There isn't much to say instruction-
wise about the race. Roll ahead, pick up as much speed as you can, and aim to
pass through the archways whenever possible, as you'll receive speed boosts
when you do. The only real problem that you might encounter is if you come up
against a yellow barrier. If you do, you missed a jump through an archway just
behind you, that lowers the barrier for you. Collect any Figments that you
come across in your path. You won't be able to get them all on one run-
through, so just worry about winning the race for now, and you can return later
to repeat the race to collect the rest of the Figments. Alternately, you can
let yourself keep losing the race, so that you can re-play it repeatedly and
try to collect all of the Figments.
There are several alternate pathways throughout the race. After passing
through the very first archway, veer to the left to go up the first yellow tube
ramp. This is a fairly long tube, with several speed boosts, and it bypasses a
large chunk of the track below. At the other end, you'll encounter a few
pinball bumpers. Avoid these if you want to maintain your speed and heading.
The next yellow tube starts just ahead, towards the right. After exiting from
that one, veer left and jump as you go up the ramp to land on the third yellow
tube. You will have to make two jumps across gaps to stay in this one. After
the end of that one, between two archways before you pass under a yellow tube
going horizontally across the path, there is a bright orange hole in the track
along the slope on the right side. This is an important shortcut, with many
Figments inside of it. There are also lots of Censors in here, but just roll
into them to bowl them over. At the other end of the shortcut, you'll fly into
the first of a series of blue bumpers that will propel you quickly to the
finish line. Even if you don't use the shortcut, if you have enough speed and
jump in the right place, you can still hit the first blue bumper and use the
speed advantage this provides.
Short version for winning the race: Pass through the first archway, then stick
to the left and take the first yellow tube. At the end of that, keep using the
archways for speed boosts. Once you pass the first gate, stick to the right to
go up the second yellow tube. As soon as you leave from the other end of that
one, stick to the left to launch to the third yellow tube, jump as soon as you
hit it, then jump again across the second gap. Once you're back on the ground,
pass through one archway, then stick to the right to roll into the orange
secret tunnel. Speed through that and ride the bumpers to the finish line.
====================
7.13.3 The Party
====================
~~~~~ Figments: 57 ~~~~~
~~~~~ Mental Cobwebs: 2 ~~~~~
Welcome to the Party. On the ground, there are three concentric spirals
leading to a large, currently inactive fan in the middle. Collect the Suitcase
Tag from the middle of the fan, and the various Figments in the spiral grooves
and floating around the area. There is also a Mental Cobweb at the far end of
one of the grooves. Look around, and spot the two sets of vertical bubble
streams. One of these has a platform with a Figment on it near the lowest; one
does not. Jump to this latter one, most easily by jumping back to the starting
platform (where the teleport worm hangs out), then into the bubble stream.
Float in the middle of the stream until you reach the maximum height, then
float over to the next stream. Once at the top of the third stream, look
around for the nearby platform with the Golden Ball of Hate and float over to
collect it. Next, take the other set of four bubble streams. The uppermost
one takes you to a platform with a punch panel. Strike it to activate the
large fan. Use the stream to float up through the hoops (or fall through each
from above). Return to the top of the stream once all of the hoops have been
activated, and look around for any additional Figments that you can float to.
When you're done in this room, float to the exit from the top of the main fan's
bubble stream, sort the Suitcase, and grab the Figments on the platform.
In the party room, drop to the floor to get a few Figments and to dust the last
Mental Cobweb. Use the bumper in the middle of the floor to return to near the
room entrance. Bounce and float to the lowest of the platforms around the
perimeter of the room on either side. Bounce up each one, collecting the
Figments on each. Once you've gone all the way around, return to the top-most
perimeter platform. Bounce on top of the frame around the red star window, and
bounce from there to the nearby flower platform. Look left to the distant
flower platform with a Figment on top of it. Roll slightly towards it and do a
hard bounce (press firmly on the jump button), then float when just over the
peak of your jump to reach the platform. If you think you won't make it, turn
to the left and land on the perimeter platform below, then jump back up and try
again. You have to fly directly towards the target platform for the entire
jump. Float down to the platform in the middle of the party, and try to get
the Figments floating around there before triggering the conversation with
Milla.
After you have received your Levitation Merit Badge, you can talk to Milla
again on the docks to re-enter the level, if you missed any Figments or what
not. Back in the real world, go back to collect a couple more PSI Cards around
the lake that you can reach now that you can Levitate, then return to the Brain
Tumbler in Sasha's lab. Actually, you might want to go to the Main Lodge and
check things out, just to flesh out your experience of the story a little more,
and there are a few PSI Cards around camp that you will only be able to collect
now that you have t learned the Levitation ability..
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.14 End of Brain Tumbler Experiment (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ Figments: 92 ~~~~~
~~~~~ Mental Cobwebs: 5 ~~~~~ <-- **these totals include everything you
~~~~~ Mental Vaults: 2 ~~~~~ already collected on previous visits**
Return to Sasha's lab and activate the Brain Tumbler one last time. You re-
start near the end of this region. Look out behind you, where there may be a
Censor firing at you. Just ahead, on the right side of the path, strike the
shell/rock/seed thing, to make it spout gases upwards. Double-jump up and
float on your thought bubble in the stream of gas to hover upwards. You'll
collect a Figment on your way up. Float over and down into the dark cup-like
area immediately beside you, where another Figment awaits. If you didn't
collect it earlier, there will also be a Mental Cobweb over a hole in the
bottom of the cup. Drop through the hole and continue to the field with the
thorny tower.
Climb up the ramp spiralling around the tower until you reach the rock/shell
thingamabob. Strike it to release a gas stream, then jump up and float in the
stream to be carried upwards, collecting the last Figment for this area just
above the shell. At the top, float over to the ledge in front of the door in
the side of the tower.
After the FMV, walk up to the hatch just behind Dogan and press [Triangle] to
open it. Walk into the hole and you'll slide down the tunnel automatically.
Watch another FMV, then get ready for a boss battle.
The Blueprint Brain Tank has a three different attacks. The first is a lock-on
machine gun shot. This is preceded by a white arched line searching around the
ground, which turns red once it locks onto you. When it does, run behind one
of the stalagmites that litter the field. The tank's shot will destroy it, so
find another one to hide behind in case you need it. The stalagmites release
some pickups when destroyed, and you can destroy them yourself if you like.
They regenerate over time as well, so you'll never run out of cover. The
tank's second attack is to launch Confusion Grenades. These are preceded by a
yellow "?" over the tank. They are launched somewhat randomly, but they leave
behind a gas cloud when they hit, and for a short time you can still be
confused if you carelessly wander into one. If confused, your controller
inputs will be reversed. Just run to one side until you're hiding behind a
stalagmite, and wait a moment for the effect to dissipate.
The tank's third attack is a charge, which is preceded by the tank rearing up,
exposing its underbelly. This is the only time that it is vulnerable. While
evading the tank's other attacks, keep your target lock on it, then run out and
fire a PSI Blast when it rears up. It will be knocked over on its side
temporarily. Run up to it at this point on the left side (where the belly is
exposed), and strike it repeatedly, knocking the plans right out of it. As
soon as it rights itself, run for cover once more. Repeat this pattern until
the Brain Tank is destroyed.
Unfortunately, that's not the end of it. All stalagmites are cleared, and you
are faced with the brain in a protective dome. It still tosses Confusion
Grenades, and is also protected by a twirling laser beam. It will occasionally
bounce around the field to a new location, and the laser beam spins at varying
speeds. You must get in close and punch it to cause it damage. To do this,
you can bounce on your Levitation ball, then float in over top of the laser.
Run in the last bit of distance when the laser beam is slowed down, and punch
away. You can also dodge the laser by locking on to the brain with your target
lock, and performing your dodge move as the laser passes by. When you strike
the brain dome, it'll fly off to a new spot. Use this opportunity to back off
out of range of the laser, then move in again for another strike.
After you win, you discover the origin of the blueprints. Shock and horror!!
Watch the FMV, after which you'll talk to Cruller and receive your next main
objective.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.15 Night Falls on Whispering Rock (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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It's nighttime, and all is not well in Whispering Rock. For one thing, all the
campers seem to be missing! Before you go to meet Lili, you can clean up any
last tidbits around camp, assuming that you're going for 100% completion.
Following are a few activities that you might consider pursuing at this point,
but you can still do them at anytime until much later in the game. Head to the
beach when you're done whatever else you want to do.
RETURN TO BASIC BRAINING: You are now able to return to the Coach's obstacle
course and collect the Mental Cobwebs that you were unable to get on your first
visit (and punch open the Mental Vault behind one of those cobwebs). You can
reach this stage via the Collective Unconscious, the ring in the astral plane
that you reach via the Brain Tumbler. You can also return to the Collective
Unconcious by using the teleport worm found in any mental environment. Move
around the ring to find the door leading back to Basic Braining, and dive on
it.
Use the teleport worm to more quickly move to the second section of this stage.
If you haven't already, complete the last round of the mini-game at the start
of the snowy section to earn a PSI Cadet Rank increase. Run through the area
until you reach the top of the wall via the swing poles. The first Mental
Cobweb is found there. Bounce up the tightropes, then drop to the ground on
the other side of the wall, where the trapeze swing is found. The second
Mental Cobweb, and the second Mental Vault, are found at the base of the wall
here. Swing across the first couple of trapezes, then bounce on your
Levitation ball and float straight across the field to the far wall, where you
can see the third Mental Cobweb in a hole in the wall on the right side.
Collect that, then bounce out of the hole, either up to a ledge, or floating
down to the slide rail somewhere below. Ride the rail to the bottom to enter
the next section. Once you pass the spiralling log/saw tunnel, collect the
next Mental Cobweb on the right of the tunnel, then continue to the end room.
The final Mental Cobweb is on the right side of the room, just past the closed
side door leading to the white corridor and the hidden blueprints. Use your
Smelling Salts to exit the stage.
RETURN TO SASHA'S SHOOTING GALLERY: Again, use the Collective Unconscious to
re-play this stage. There are a few last Figments that can only be collected
using Levitation, on the side of the cube with the rotating mobiles, and the
disc platforms. Bounce and float to the otherwise unreachable platforms, and
use the platforms of the mobile to reach the last one. Returning here, you
also have a brief conversation with Sasha that fleshes out the story a little
bit, and it's nice to be able to play each side of the cube individually.
RETURN TO MILLA'S DANCE PARTY: Again, you can return here as often as you like
through the Collective Unconscious. And again, a conversation with Milla
fleshes out the plot a little bit. Practically, you only need to come back
here if you're still missing any Figments or other collectibles.
GATHERING ANY FINAL COLLECTIBLES AROUND CAMP: See the previous appropriate
sections of the walkthrough for the locations of any missed PSI Cards, PSI
Challenge Markers, and Scavenger Hunt items located around camp. Be sure to go
to Ford Cruller's sanctuary also, to cash in your PSI Cards and Mental Cobwebs,
increasing your PSI Cadet Rank as much as you can at this point. There is only
one Scavenger Hunt item in the GPC & Wilderness area that will remain
unattainable to you for now, and one more in a distant area that you can't
reach yet.
AND FINALLY, HEAD TO THE BEACH: This triggers a new FMV. Afterwards, you will
be able to collect many PSI Cards and a Scavenger Hunt item that were
previously unreachable (see the section of the walkthrough covering the beach
area above for specific directions to their locations). Ultimately, you need
to go to the end of the docks to the right of the beach, and use the large
diving helmet. Open the hatch with the action button, and head inside.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.16 Lair of the Lungfish (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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Note that there are no PSI Cards or other important collectibles down here,
which is good since it's a one-time visit. There are, however, a few Deep
Arrowheads, including a couple on the first ledges you descent, and several
regular Arrowheads. Though you don't need to buy anything essential to the
story at this point, you might still want to save up to buy the Mental Magnet
or the PSI Energy Colorizer at the Camp Store later on. There are several
things on the ground here that can damage you: the clams will clamp shut on
you, the crabs will claw you, and the fish will sucker onto your head. Also
note the crates that scatter nails when you smash them (?). Also note the
ghostly green hands that follow you around the perimeter of the air bubble that
surrounds the area. Step through the edge, and it'll toss you back inside.
Ultimately, you need to smash the coral wall along the back and climb the
spiral ramp to reach a large bell. Climb the ringer rope to sound the bell,
thus triggering the arrival of your nemesis.
The Lungfish will swim up to the edge of the water bubble, and suck in some of
the air, shrinking the amount of safe space that you have to run around it. He
will then blow this air out again, along with inhaled objects. You will take
damage if any of these objects strike you, but these are easily avoided by
moving around continuously. To hurt the Lungfish, you must punch the nail
crates that pass by you on the ground while he is inhaling (see, they're good
for something after all). The nails will cause him a fair amount of damage,
and after a few crates' worth, the battle will shift to the next stage.
In the second part, the Lungfish basically pushes the air bubble around the
lakebed. You have to keep up with it as it moves around. Watch for the green
hands that float around the edge of the bubble to help you locate its borders.
You can also visualize the bubble's movement by the plants that float upright
while in water, but flop down flat once they're inside the air bubble. As the
air bubble moves forward, you will have to jump across gaps in the debris
field, staying on top of the planks where possible. You will then move into an
area with a couple of coral walls to smash, and some steps to jump up. The
scene will shift briefly, showing the Lungfish in third-person view. After
this, it's more running, jumping, spinning on poles and leaping up to ledges,
and running up stairs until you reach a new large flat field.
Once the bubble settles in the middle of the field, you go back to an inhale-
exhale fight, where you again need to dodge the debris he spits out, then smash
the nail crates (who dumped all of these in the lake anyway?) as he inhales.
Hit him with three batches of nails, and it's back to running around once more.
The bubble is smaller this time. Watch its direction of movement carefully,
and stay away from the edges. It'll maneuver in several directions, pushing
you through an obstacle course of sorts. At one point, you'll jump down a
ledge and then climb up a net. Shortly after this, you must jump up a slope on
a series of platforms, then travel along a track with several coral walls to
smash, as the wall of the bubble moves in behind you. Towards the end of this
track, the camera will flip around, so just do your best to stay on the track,
and the scene will shortly shift again. Slide down the spiral rail here, to
land in the sunken town.
And now, you get to fight the Lungfish directly. He attacks with his angler
appendage, whipping it around swiftly. In order to hurt him, you must trick
him into getting his angler caught in a clamshell, then punch him repeatedly
while he is thus stuck. Stand behind the open clams when the Lungfish
approaches, and he'll get stuck when he swings at you. Repeat this a few
times, and victory will be yours.
After a brief talk with Ford Cruller, you can enter the Lungfish's mind.
Before you do, though, you can collect a couple of Deep Arrowheads inside the
air bubble if you wish.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.17 The Hulking Lungfish - Lungfishopolis (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
~~~~~ Figments: 113 ~~~~~
~~~~~ Mental Cobwebs: 5 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
Remember how Ford said that the Lungfish was more afraid of you then you were
of it? Well, this is how that fear manifests in his mind. Get used to the
controls in the area you start in. Most buildings will smash when you walk on
or into them, but the larger ones, like the one to your left at the very start,
you can climb. In fact, you must climb them to find Figments and other goodies
high up. There is an Astral Layer on top of the large building beside you at
the start, if you need it. Walk around the town here, collecting a few
Figments, including one in the water, until you trigger a FMV. Afterwards,
smash the large prison at the turn in the road for the rest of the FMV, and to
receive the Shield PSI Power! Be sure to place it on one of your shoulder
buttons before you venture forth. Choose your other PSI Powers now too. Note
that Levitation is ineffective, due to your gargantuan mass.
Head out into town. After the news update, get ready to face some tanks.
These fire missiles at you, which you can easily both see and hear coming. Use
your PSI Shield to defend against the missiles, or simply move to the side if
you see which direction they're coming from. To eliminate the tanks, you have
several options: you can use your PSI Blast (which requires two shots), you can
punch them, or my personal favorite, you can get up close to one and press
[Triangle] to pick it up, then throw it at another tank to destroy both of them
at once. Go around this area of town eliminating the opposition and collecting
the Figments around and above the buildings. You'll note the Dufflebag in one
corner, but you still need to find the tag. Whenever you need some more Mental
Health, just destroy some buildings.
Go forward some more until you reach the trucks with hyper-electicity cannons.
To destroy these, use and hold your Shield until the electric beams are
reflected straight back at the trucks. Climb the large building on the left
here to find the Purse Tag. You'll also find a Mental Cobweb behind the large
building. From its top, jump to the crane arm, and use that as a swing pole to
jump to the Figment over the water.
Continue towards the large dam. As you approach, the Anti-Monster Turret will
be activated. This fires on you frequently, and causes a lot of damage. Also,
your PSI Blasts and punches won't affect it. To destroy it, you must pick up a
tank, then move in on the turret, activating your Shield whenever the red
target lock appears at your feet (which happens frequently). When you're close
enough, throw the tank at the turret. Now, finish collecting the Figments in
this area, including one reached by swinging from another crane pole at the top
of a large climbable building. Go back down the road, destroy some fresh
tanks, and enter the tunnel where the main road turns.
While standing in the tunnel entrance, activate your shield, reflecting
electricity throughout the tunnel and burning out the generators. Head through
the tunnel and wipe out the tanks on the other side. Grab the Dufflebag Tag
from the corner on your left. You can find the Purse in the opposite corner of
this area, and a Mental Cobweb in another corner. Find the tiny Mental Vault
along the left side of the fenced-in area and punch it. Smash the section of
the prison marked by the bouncing "!", freeing the blimp pilot and other
resistance members.
Head back out through the tunnel, and go unite the Dufflebag with its tag.
Head to the dam and use the blimp as a trampoline. Grab the Figments on the
way up, then shimmy over to the top of the dam. Collect the Hatbox Tag, then
cross the top of the dam to find the Hatbox itself. Jump onto the tower with
the Astral Layer above it, and collect the Mental Cobweb behind it. Return to
the original end of the dam and head into the upper town. Note that here, the
water is too deep for you to wade in, so you must avoid it. There are more
large climbable buildings, with several Figments strewn about them. In
addition to the electro-trucks, there are also ships along the water's edge
that fire missiles at you. Shoot them with a PSI Blast to sink them. Near
where the road splits up ahead, you can find a Golden Ball of Hate on top of a
large building, and the Steamer Trunk Tag is along the right road after it
branches.
It's up to you with path to take first. The branch leading to the right leads
you to a suspension bridge, whose wires you can run across like tightropes.
This leads to a small island town, with the Steamer Trunk on top of a tall
building, and a Mental Vault running around the streets. There is also a
Mental Cobweb at the base of a large building. Above the buildings, there are
a couple of high Figments that you must double-jump to from the tops of the
buildings. Also note the Astral Layer over the bridge if you require one. You
can either return over the bridge to where the road branched off previously, or
jump across the ship at the other end of the island to rejoin the path further
ahead. If you do that, you'll have to backtrack to collect all of the Figments
that you missed.
Assuming that you returned to the fork in the road and are now taking the left
path, gather more Figments all around the buildings, and collect the last
Mental Cobweb from the hillside. Hop on to the monorail, and slide along it
through the tunnel. You can either jump over the trains, or just slide into
them to destroy them carelessly. Grab the Figments and the Suitcase Tag over
the rail. In the last section of town, you have the Lungfish Navy's fighter
planes to contend with. Climb to the topmost peak of any large building, and
immediately activate your PSI Shield. Hold it as long as you can to destroy
some planes, then lock on and use a PSI Blast to hit the rest. If you get
knocked off, just climb right back up. Once the planes are gone, spend some
time collecting the last of the Figments, and find the Suitcase at the top of
one tower. Also be sure to get the Golden Helmet on top of the tower nearest
the monorail tunnel.
Jump across the ships that the resistance fighters placed across the channels,
collecting the last two Figments, then jump towards Kochamara Island to
initiate the boss fight. You'll want to destroy several of the buildings right
away to give yourself room to fight.
Like all terrible villains, Kochamara announces all of his attacks, letting you
prepare for and counter them with ease. As he flies around, he will use
'Deadly... Tidal Beam', which you can reflect back at him with your PSI Shield.
He also uses 'Mighty... Ram', which is easily dodged by locking on and flipping
to the side. Once you've caused enough damage by reflecting back the former,
Kochamara comes down to your level. Here, he uses 'Mighty Ram... Ground
Version', which you can either Shield against or dodge. The same goes for
'Overly Intricate... Combination'. When he prepares for 'Hard to Avoid... Area
Attack', activate your Shield, then once the blast is past, hit him with a
punch combination while he recovers. He'll shortly take back to the skies, so
reflect his shots back again until he returns to the ground. Finish him off in
a couple more rounds.
You still have to destroy Kochamara Tower. Destroy any remaining buildings to
restore some Mental Health, then head to the center of the tower and start
climbing. FMVs take over from there. Now that you have the Shield ability,
you can recover one more Scavenger Hunt item from the GPC, if you want; use the
Lungfish Call right away and return to the camp side of the lake. Otherwise,
onward psychic soldier!
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.18 Thorney Towers - Entrance (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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Welcome to the Asylum! The area accessible to you now if quite small, due to
the guard's refusal to open the gate. Only a couple of the items listed for
collection in Raz's Journal are available because of this, so I'll hold off on
describing their locations until further down in the walkthrough. Now, if you
want to get inside the Asylum, you're going to have to go inside the guard's
mind and see if you can make him open the gates. Apparently the Milkman has
the key...? Use the Psycho Portal on him to get inside that disturbed
consciousness.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.19 Boyd Cooper - The Milkman Conspiracy (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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===============================
7.19.1 The Neighborhood (1)
===============================
~~~~~ Figments: 165 ~~~~~
~~~~~ Mental Cobwebs: 4 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
Move around the house collecting the first Figments, and smashing a few items
to gain back some ammo for your PSI Blast, since you were robbed of your stash
at the end of the previous mind. Strike the fridge, or press [Triangle] to
open it, and grab the Clairvoyance Merit Badge inside. Use your new power on
the guard, and the exit from the house will appear. You might not like the
outdoors any better though...
Go down the side of the house and bounce over the wall to get the Figments in
the backyard, and also jump onto the roof. Pretty much every roof will have at
least one Figment on it, in the form of a TV antenna. Gather the Figments
around the next house on the left, just past the teleport worm, then go inside
the house by walking through the front door. The interior will be typical of
all houses in this stage. There are usually a couple of Figments to collect,
and you can open the fridge for some pickups, but that's about it, with a very
few exceptions. Go back outside and head down the road.
Note that as the roads twist all around, the road's surface will always be
considered 'down' when you're on it. Because of this, you can jump between
some roads at odd angles and still land properly. Raid the second house on the
left, and grab the Road Sign from the trunk of the black car parked next to it.
Put it into your backpack for now. Continue down the road, but don't cross the
yellow line. Actually, try to cross it briefly to learn what happens when you
violate these barriers. In order to get through them, you'll have to disguise
yourself as a member of the occupation that the beings are posing as. Before
you do this here, though, go through the house on the right, once you've
cleared the Mental Cobweb from the doorway.
Pull your Road Sign out of your backpack, and walk through the barrier with it
in hand. Jump across the broken pieces of pavement to reach the far side. Put
your Sign away once you've cleared the dotted yellow line. Raid the next house
on the left, making sure to collect the Purse Tag from the roof. Go past the
telephone repairman, taking care not to cross the barrier. Note the hedge
trimmer outside the house ahead. You can open the trunk of the car on the left
to receive a few Psychic Arrowheads.
Now, you need to jump to the next road, to the left of the telephone repairman.
The angle will right itself as you jump to the road. Get the Figments from in
and around the house on the left, then continue up the road. Talk to the
Rainbow Squirt and continue on your way. Collect the Steamer Trunk Tag from
the backyard of the next house on the left, and also open the trunk of the car
beside it to find the Hedge Trimmers. With those in hand, go back and jump to
the previous road, then approach the house nearby with the yellow barrier
around it. Get the Purse Tag from its backyard, then go into the house and
reunite it with the Purse. Be careful indoors here not to cross the other
line, and make sure that the Hedge Trimmers are still in hand when exiting the
house. Jump back to the next road and continue on your journey.
Get the Figments around the house before the sewer workers' enclosure, then
move past the sewer workers on either edge of the road. Clear the Mental
Cobweb over the garage of the next house on the left, but you can't collect the
Hatbox yet. Continue towards the graveyard, and though you can't enter it yet,
you can go down the left side to find a Mental Vault and an Astral Layer. Head
left when facing the entrance to the graveyard and jump to the next road. Go
past the first house (which you can't get into now anyway) and enter the hedge
structure on the right. Go up the right side and examine the crow, who will
fly away but leave you a Crow Feather. Keep it in hand and use Clairvoyance.
You'll see through the crow's eyes. Wait for the middle gate to open, then run
down the right side and through it before the camera on the left captures you,
thus closing the gate. If you don't reach it in time, go back through the gate
on the right and try again (reader Mike Snyder recommends using Levitation to
bounce over the side gate once you pass through it and the middle gate opens;
thanks Mike!). Collect the Flower from inside the gate, then head back outside
again. Go around the outside of the wall around the hedge garden very
carefully to find a Figment in the very back.
Return to the graveyard and go inside with the Flower in hand. Collect the
Figments, then use Pyrokinesis to burn the thorns over the crypt in the back,
and punch the door open. Head inside and grab the Book. This will trigger an
interrogation, after which you will return to Boyd's house, and he will give
you the Rifle. Retrace your steps to the graveyard, and jump to the road to
the left again. Go past the hedge structure and raid the houses on the left.
You'll find the Dufflebag Tag inside the second one, and some Psychic
Arrowheads inside the trunk of the car beside it. The house on the right has a
Mental Cobweb over the door.
At the end of the road, you come to a post office. Bounce onto its roof and go
behind it for a few Figments. Strike the trunk of the car in front of it to
receive the Watering Can. Next, walk up to the door of the post office and
examine the keypad. Exit and step back, then wait for an agent to come outside
and covertly operate the keypad. Stay outside of the barrier and use
Clairvoyance on the agent to see the number that he enters. Once he goes back
inside, go up and enter the same code on the keypad, then head into the
building. Inside you'll find the Suitcase, more Figments, and a Mental Cobweb
over a doorway. Clear it and head inside. In the basement, use Clairvoyance
to see yourself through the security cameras. Use your footprints as an
indication of your location, and head left and up to the end of the room.
Gather the glowing object by the toilet, which is the Plunger, then go back
down and right and up the ramp to exit.
Unfortunately, as you exit the building, a Nightmare pulls you into its realm.
Lock onto it, and use your PSI Blast to damage it, while dodging the arms that
come out of the ground as it attacks. It'll eventually sink into the ground.
Run around at this point to avoid the multiple arm attacks, then resume your
assault once the Nightmare reappears. Once it shatters, use Telekinesis to
pick up one of the bombs and throw it into the Nightmare's body. It will then
be brittle, so punch it to finish it off. You receive some Positive Mental
Health and an Astral Layer as a reward. Jump into the blue light to return to
the 'normal' world.
Go back towards the graveyard. Before you get there, equip the Watering Can
and enter the house on the left with the barrier around it. Collect the
Rolling Pin from inside the house, then re-equip the Watering Can before
exiting. Jump over to the graveyard and go down its left side to reunite the
Dufflebag in the back with its tag, if you haven't done so already. Go back to
the sewers. Before going inside them, however, go back to the house with the
Hedge Trimmer barrier, at the end of the first road. Once inside, equip the
Rolling Pin and cross the barrier to get several Figments and a Golden Ball of
Hate. Remember to switch back to the Hedge Trimmers before going back outside.
Go to the sewer entrance and equip your Plunger before crossing the line. Drop
through the hole.
===============================
7.19.2 The Neighborhood (2)
===============================
~~~~~ Figments: 48 ~~~~~
~~~~~ Mental Cobwebs: 1 ~~~~~
Equip the Rifle, and place the PSI Shield on one of your shoulder buttons.
Cross the yellow line, then use your Shield whenever the sniper's laser beam
homes in on you. Collect the Figments as you run across the parking lot. Go
around the back of the building to find the Steamer Trunk before you go inside,
which requires that you first clear the Mental Cobweb over the entrance. Once
inside the Book Repository, collect the Figments on the ground floor and head
up the stairs. After the FMV, pick up the nearby Helicopter Helmet and use
Clairvoyance to watch through the helicopter pilot's eyes. Answer the Phone
afterwards, then re-equip your Rifle to go back outside and cross the parking
lot once more.
Now, before you climb the nearby telephone pole, think back to the first
telephone repairman that you saw, at the end of the first road. Equip the
Plunger and go back through the sewers. Return to the telephone pole, and
cross the barrier with your Phone in hand. Climb the pole and slide along
either line. Jump as you approach the end, and land on the small park. Here,
you can find a Mental Vault, a Golden Helmet, the Hatbox Tag, and a couple more
Figments. Climb back up the pole and slide along the opposite line, to ensure
that you collect any remaining Figments. Go back past the sewer entrance and
sort the Hatbox in the garage on the left. Now you can go through the sewers.
Equip your Phone and head towards the telephone pole outside the book
repository's parking lot. Surprise! You get pulled in by another nightmare.
The fight is exactly the same as the previous one. After you win and return,
equip the Phone again and climb the telephone pole. Jump onto either line and
slide along it. Make small jumps over the electric knobs at the top of each
pole that you pass over, otherwise you'll be knocked off into the abyss. When
you reach the end, climb back up and slide back along the other line to collect
the rest of the Figments, then back again. Gather the last Figments around the
house and in the backyard, then go up to the front door. Knock on it, then use
Invisibility to get inside while the door is open.
After the FMV, you face the Rainbow Squirts' Den Mother. She leaps from
platform to platform around the central ring, then tosses two things at you;
explosive boxes of cookies, which land on the stairs and are triggered by
proximity, and throwing needles, with are tossed straight at you. To avoid the
needles, simply stay on the move, or use your Shield. To hurt the Den Mother,
you have two options: you can use Telekinesis to pick up the cookie boxes and
throw them straight at her, causing a fair amount of damage. However, you must
do this while dodging her needles, and without getting caught in a cookie box
explosion yourself. The easier way to damage her is to use your PSI Blast,
either directly on her, or on the cookie boxes, but only provided that you've
earned the Chain Blast PSI Power upgrade. In that case, the shot will ricochet
from the cookie box to the Den Mother, and do a small amount of damage.
Whenever she flips to a new location, the camera shifts so that she is at the
top of the screen.
After you reduce her health to 1/2, she turns out the lights. Run straight
ahead and pick up the sparkling God's Eye, seemingly a knitting pattern. With
this object held in your hand, use Clairvoyance to see the room from her point
of view. She will always be found at the bottom of the screen, so run that
way, and use your PSI Blast ricocheting off the cookie boxes again. Chase her
and keep firing until the job is complete.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.20 Thorney Towers - Grounds (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ PSI Cards: 4 ~~~~~
~~~~~ PSI Challenge Markers: 1 ~~~~~
~~~~~ Scavenger Hunt Items: 1 ~~~~~
~~~~~ Brains: 3 ~~~~~
Boyd will open the gates for you once you clear his mind. Now that you have
the Clairvoyance ability, hold Lili's Bracelet in your hand and try it to see
an extra FMV. Move around this area collecting the goodies here (see below),
then smash the wooden cart blocking the entrance to a short tunnel on the right
side of the fountain. Pass through the tunnel, then along the ledge to find a
side entrance to the asylum's courtyard, through an occupied garden shed.
PSI CARD LOCATIONS:
1. On the ledge at the base of the ladder, as you climb up from
the shore.
2. To the left of 'Milkman' Boyd's position outside the asylum.
3. Just inside the asylum gates, on top of the gate post to the
right.
4. After passing through the short tunnel to the edge of the
island, move down along the ledge, away from Gloria's room.
PSI CHALLENGE MARKER LOCATION:
-To the left of the entrance gate, before you gain entry.
Bounce on a Levitation ball to reach it.
SCAVENGER HUNT ITEM LOCATION:
Gold Watch: Inside the asylum gates, on top of the statue in the
fountain. Bounce up on a Levitation ball to get it.
If this is your last item, be sure to see Ranger
Cruller outside the GPC to receive your reward.
BRAIN LOCATIONS:
J.T's Brain: Inside the asylum gates, to the left at ground
level.
Franke's Brain: Inside the asylum gates, to the right past the
fountain, at ground level.
Kitty's Brain: On a ledge to the left of the entrance to the
garden shed.
Head left through the garden shed to reach the asylum's courtyard.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.21 Thorney Towers - Lower Floors (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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~~~~~ PSI Cards: 4 ~~~~~
~~~~~ PSI Challenge Markers: 1 ~~~~~
~~~~~ Brains: 4 ~~~~~
Talk to the orderly, and you'll learn what you need to get past him and into
the asylum proper. You need a lab coat, a claw, and a Loboto-like face. In
order to get these three things, you'll need to go into the minds of the three
inmates found in and around the courtyard. Try to use the Psycho Portal on the
orderly for a funny little note. Before you engage in more mental exploration,
stick to some of the physical variety, gathering the following collectibles:
PSI CARD LOCATIONS:
1. On top of the roof of the elevator shaft guarded by the
orderly.
2. On a ledge over Bonaparte's board game.
3. From behind Bonaparte's board game, jump up the collapsed red
roof and up to the ledge with the card.
4. Behind Edgar up in the artist's tower. Jump up the ledges
above Bonaparte's board game and cross the tightrope to
reach it.
PSI CHALLENGE MARKER LOCATION:
-Inside Edgar's art tower. Jump up the ledges behind
Bonaparte's board game, and cross the tightrope into the
room. Do a Levitation bounce to reach the marker, on top
of the beams overhead.
BRAIN LOCATIONS:
Chloe's Brain: Behind the elevator shaft, in the corner with the
asylum debris, on top of a ledge. Do a
Levitation bounce to reach it.
Maloof's Brain: Behind the elevator shaft, in the corner with
the asylum debris. Bounce up to a swing pole,
then across another pole to a high ledge.
Milka's Brain: In a basket near Bonaparte's location, carried up
by crows whenever you approach. Use Invisibility
to sneak up on them after waiting far away for
them to return to the ground.
Chops' Brain: Jump up the collapsed red roof behind Bonaparte's
board game on the ground, then up to the broken
ledge above. Cross the narrow ledge to the
section with the jar.
Now, you can engage in some mental exercises. I'm going to start with Gloria,
the has-been actress outside in the garden shed, then the Napoleon wannabe in
the courtyard, then the tortured artist in his tower.
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(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.22 Gloria Von Gouton - Gloria's Theater (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
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Go to the garden shed and use the Psycho Portal on the crazy lady to enter her
fantasy world. After a brief introduction to the problems faced by the
theatre, you can take center stage.
====================
7.22.1 The Stage
====================
~~~~~ Figments: 111 ~~~~~
~~~~~ Mental Cobwebs: 7 ~~~~~
~~~~~ Mental Vaults: 1 ~~~~~
Head first into the orchestra pit. You can bounce on the horn section (though
it makes a horrible racket), and collect a few floating Figments there. Head
to stage left and down into the audience. The Steamer Trunk Tag is on the
ground here. Move across the lowest seating area gathering many Figments, and
collect two Mental Cobwebs on the far side, stage right. Go back to the first
end and climb the ladder there to the balcony. Bounce across the upper seating
areas for more Figments and another Mental Cobweb, then over to the critic's
balcony. Go down the ladder onto the stage here. Go past Becky, the stage
manager, and find the Purse Tag amidst the mannequins. Take it back to the
critic's balcony to sort the Purse there. Go back onstage and clear out the
rest of the Figments, and smash some props on the left side in the back to find
another Mental Cobweb, with a piece of Emotional Baggage behind it. Head up
the stairs on the opposite end of the stage, clear the Mental Cobweb across the
hallway, then turn Invisible and head down through the door at the far end of
the hall.
Inside the star's room, collect the Figments and talk to the creature sobbing
away. Ask about the crying first to clear up the audio landscape, then keep
inquiring about her going on stage until the side door in the hallway opens up.
Go into the storeroom. Strike the Mental Vault running around the floor. Jump
up the various ledges around the room. Sort the Steamer Trunk in the far
corner on a raised platform, and get the Suitcase Tag in another corner. Cross
the tightrope across the room to reach the highest platform with the Candle on
it, then slide down the adjoining rail. Head back out to the stage. Sort the
Suitcase in the far corner, then go back to the orchestra pit and climb the
ladder on stage left. Place the candle in the spotlight, then use Pyrokinesis
to light it. Enjoy the show!
After the FMV, you can now control the action on-stage to some degree. Each
set can be shown in positive or negative light, depending on the position of
the spotlight, or the 'manual mood override'. Change this light by striking
the spotlight. You can also change the set by walking through the portals
onstage. Each configuration of set and lighting will also reveal new Figments
on the stage. When in positive light, the actors are all friendly, but they
turn vicious in the negative light. Use your PSI Blast to take them out at
these times. Your main task is to find new scripts for the actors to play out,
changing the stage environment in the process.
Start with the stage as it is. Go down and join the production, and walk
through the portal on the left side. After the dialogue, collect the new
Figments all around the set. Watch out for the water; even though it's fake,
it's still hazardous to Raz. Once you've got all of the Figments you can, go
back to the spotlight and strike it to turn to the dark side. Go back down,
kill the enemies, and gather the new Figments. After that, climb up to the
critic's balcony and talk to him. Explore all of the dialogue options. As you
leave, you receive the play titled 'Knight of Joy'. Bring it to Becky, who
gives you the Megaphone. Use the Megaphone to make the players run 'Knight of
Joy'. The knight will slay the dragon, whose head you can then jump off of to
reach the high ledge. Grab the script 'The Day the Mailboat Finally Came', and
a few more Figments up there, then go back down and give the script to Becky.
Before using the mailboat, walk through the portal at ground level again, to
see the other set in dark light. Gather the Figments and swing up the poles to
the top. Go down and switch the set again by passing through the portal, then
use the Megaphone to play the 'Mailboat' play again. This time, jump onto the
mailboat and ride it offstage. When the set returns, gather the new Figments,
and also the play 'Goodbye Hagatha Home' from the ledge. Go up to the
spotlight and switch the light on this new set. Go down for more Figments, and
pass through the portal on the upper ledge. This lets you reach the lone
Figment at the top of the ledge that was unreachable earlier. Go down and give
the last play to Becky.
If you're still missing any Figments, make sure that you've tried all three
sets in both lights. When you're ready to move on, switch to dark light, and
go to the set with the swing poles. Play "Goodbye Hagatha Home" with your
Megaphone, then swing up the poles to the top and jump into the hot air
balloon.
=======================
7.22.2 The Catwalks
=======================
~~~~~ Figments: 46 ~~~~~
~~~~~ Mental Vaults: 1 ~~~~~
Collect the Figments around the balloon, then jump across the catwalk
platforms. When you reach the eerie green spotlight shining from overhead, use
Invisibility before passing through it, or else you'll be pelted with sandbags.
Swing across the trapeze, then wait on the corner platform to collect a
floating purple Figment. Turn left and swing from pole to pole. From the far
platform, jump to grab the vertical pole, then jump to the green curtain
fabric, which acts as a trampoline. Use your shadow to help you get close to
the edge, then bounce to the next piece of curtain, then finally to the
platform on the right. Jump and slide down the yellow fabric, collecting some
Figments along the way, and land on the platform below. Use Invisibility to
get past the spotlight, then stay invisible to climb the ladder and punch out
the large Censor above. Collect the Dufflebag Tag along the catwalks.
Jump through the tunnels after they re-open, then slide down the banister and
jump off at the end. Bounce across the fabric trampolines, then climb the
netting straight ahead. At the top, turn right and jump to the swing poles,
making full revolutions around each to grab the Figments. Line up your last
jump to grab the vertical pole, then jump left to more catwalks. Go forward to
the Hatbox Tag, and get ready to fight the pair of Strongarm Censors that come
out of a portal. I suggest using Invisibility, then back off and PSI Blast
them repeatedly before they can reach you. Turn left and drop down to the
platform with the Hatbox and the Mental Vault. Again, turn invisible and
ricochet some PSI Blasts around the many enemies. Be sure to grab the nearby
Astral Layer as well. Climb back up the ladder, and continue up the catwalk.
Fight past the next Strongarm Censor, then jump to the trapeze. Swing to the
pole ahead, then wait for the tunnel to open before jumping through. Fight
some more Censors, then sort the Duffelbag. Jump to the elevator ahead. Step
back out above, and use Invisibility to get past the two spotlights and
Censors ahead. Grab the Candle at the end, then follow the side path around to
the spotlight. Place the candle in it and use Pyrokinesis to light it, then go
back around the catwalk to where you picked up the candle, and Levitation
bounce across the gap. Grab the last Figment here, then pursue the Phantom
into the tunnel.
========================
7.22.3 Confrontation
========================
It's time to fight criticism! Note that Jasper's blasts turn into derisive
words on contact with a surface. Run to the basket with the Candles to pick
one up. Use Invisibility if you like, to help not get hit. Next, run to the
orchestra pit, and jump onto the horn section. Float using your thought
bubble, and the stream of music will carry you upwards. You still need to
weave back and forth to avoid getting hit by Jasper's shots, unless you remain
Invisible (which makes this fight much, much easier). Stay in the music stream
until it deposits you on the catwalks above. Note that there are three
spotlights up here. Pull a candle out of your backpack and place it in any of
the spotlights, then use Pyrokinesis to light it. The light will blind Jasper
and send him crashing down. Jump down to the stage, then start firing PSI
Blasts on Jasper. The ricochets will strike the other enemies below for you.
Jasper will still be firing at you while he's vulnerable on the ground, so
dodge between each of your shots. When Jasper takes to the air once more,
repeat your flight up to the catwalks, then place a candle in a different
spotlight, light it, jump down and attack him some more. Repeat once again
until Jasper is toast.
As a reward for your efforts, Gloria leaves her trophy behind. It looks just
like a claw, doesn't it? Pick it up, then head back into the courtyard.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.23 Fred Bonaparte - Waterloo World (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
~~~~~ Figments: 243 ~~~~~
~~~~~ Mental Cobwebs: 7 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
Talk to the players around the gameboard to learn of Fred's mental trials.
Move around the room collecting the Figments, and the Hatbox Tag behind Fred's
chair (it only appears after you talk to the players). To help Fred out, climb
onto the game board and slide down inside. You are now at the second size
level of this stage. At each size, there are new Figments to collect, and
certain actions can only be performed at certain sizes. The largest size is
when you're in the den with Fred and Napoleon. Step onto the game board to
reach the middle size, and climb the ladder to get larger again. To reach the
smallest size, press the action button ([Triangle]) at any house around the
game board. To go from that size back up again, you need to strike one of the
corks that look like mushrooms dotting the game board, then jump into the gas
stream and float on your thought bubble. Overall, your task is to help Fred
win the game by acquiring and utilizing various game pieces.
After descending onto the game board, Napoleon's soldier destroys a bridge. So
your first task is to repair that bridge, and for that you'll need to recruit a
carpenter. Before you do that, however, run around the rim of the game board
picking up a few Figments, and collect the Suitcase Tag from the opposite end
of the board.
======================
Repair the Bridge!
======================
Approach the carpenter's house (it's large with a blue roof, and a hammer and
saw flag on top; it'll be marked by '!!!' over top of it, as it's one of your
current main objectives) and examine it to shrink down. Gather the Figments on
the porch, and the Mental Cobweb to the left of the door. Knock on the door to
talk to the carpenter and watch the cut-scenes to see where you need to go.
Head straight out from the porch to the edge of the river, where you can see
the broken bridge. Here you'll find a cannonball-launching walking snail. His
shell is impervious to most of your attacks. Dodge the cannonballs, then grab
him with Telekinesis, and throw him into the river. Alternately, if you can
get up close and punch him, he'll retreat into his shell, at which point you
can light his fuse with Pyrokinesis and watch him blow apart.
Head left along the river to reach the guillotine. Get the Figment in the head
basket, then sweep up the Mental Cobweb on the side of the structure to gain
entry, and sort the Suitcase inside. Go back out and go past the guillotine to
the house next to it. Go to the far side, toss another shelled cannon snail
into the water, then collect the Astral Layer and climb the ladder to the
house's roof. Bounce up the trampolines, then float into the stream of smoke
to hover upwards, then float over to the top of the guillotine. Note that the
blade slams down whenever you approach. Use Invisibility to get past the
guillotine blade, then run across the tightrope while still invisible to the
other side, jumping to reach the Figments along the way. You can't fire PSI
Blasts while you're balancing on the tightrope, so wait until you reach the far
platform to attack the Censor there, then turn and fire on the ones inside the
attic. Go in, note the Dufflebag in here, then smash the boards over the
opposite window. Use Invisibility again and cross the next tightrope, then
smash the Censor on the far end. Jump up to the carpenter's roof and kill the
Strongarm Censor there - use Invisibility repeatedly and kill him with five PSI
Blasts. Punch the Mental Vault up here, then gather the Figments all around
the roof. Do a Levitation bounce and float from the second blue awning to
gather some Figments on your way back to the ground.
With the roof cleared, go talk to the carpenter again by knocking on his door.
The Carpenter game piece will appear in front of the house. Go out past it to
the nearest cork, strike it and float in the airstream to increase your size.
Now, with your Telekinesis, move the Carpenter piece two spaces forward to the
edge of the broken bridge. Note that acceptable hexes that you can move the
carpenter to will glow blue when your Telekinesis targeting arrow moves over
them, while forbidden spaces will be red.
=============================
Defeat the Enemy Soldier!
=============================
Now, you need to recruit a peasant to fight on Fred's behalf, in order to get
past the soldier that destroyed the bridge. Go to the house beside the
guillotine and examine it to shrink down, then knock on the door to talk to the
peasant. You now need to go speak to Fred, so turn away from the house and
head right to the next cork to grow in size (after collecting the Figments
around it), then climb the ladder out of the game board. Speak to Fred
(Napoleon calls him a milquetoast. Burn!) to receive a letter from him. Go
back into the game board and shrink back down at the peasant's house, then show
him the letter. You now have a Militiaman!
Use a cork to increase in size once more. Use Telekinesis to move the
Militiaman to the space across the bridge in front of the enemy soldier.
Success!
====================================
Defeat the Second Enemy Soldier!
====================================
Cross the river via the bridge you recently had repaired, and examine the
peasant's house on the other side to shrink down. Knock on the door to find
out this guy's requirement to fight on Fred's behalf. Before you leave, go all
around the house and collect the Figments, then bounce onto the trampoline
beside the house to reach the roof. Climb to the top, grabbing the Dufflebag
Tag at the peak (return to the attic where you saw the Dufflebag previously, on
the way to the carpenter's roof, to sort it at any time now), then jump and
float on your thought bubble in the stream of smoke from the chimney to hover
up, and collect the high Figments all around here. Also, get the Figments by
the cork to the right of the house, then go in the opposite direction to
another cork at the top of a hill beside the giant salt shaker. Use that cork
to grow, then climb out of the board again to talk to Fred once more.
Walk up to the fire and use Telekinesis to draw the coin in there out of the
fire. Jump back into the board and shrink down at the peasant's house, then
give him the coin in payment for his services. Militiaman, report for duty!
There's still the matter of the giant salt shaker in the way, but that is
easily remedied by tossing it aside using Telekinesis. Now, move the Carpenter
to the bridge to repair it, then move the Militiaman to the far side to defeat
the enemy soldier.
===================================
Defeat the Third Enemy Soldier!
===================================
Examine the peasant's house on the far side of the second bridge, near the
enemy stronghold. Collect the Figments all around the house, then head along
the river to the small pink bridge. Get the many Figments around there, as
well as the Golden Helment, Mental Cobweb and the Purse Tag behind behind the
bridge, and float out from the top of the bridge to grab a couple of Figments
over the river. Go up the hill to the right to find many more Figments, then
continue past the enemy soldier. Toss the cannonball-firing walking snail into
the water, then clear the Mental Cobweb from the base of the building on the
left.
Go inside and wipe out the Censors and collect the many Figments. Next, jump
up to hang from the pole on the left side of the room, then swing up two more
poles, turning around between each, then to a short tightrope. Jump from the
beam to the alcove across the way, sort the Purse there, then walk carefully to
the edge and hang over the side. Shimmy to the right, gathering a couple of
Figments along the way, and drop onto the platform in the open window at the
end. Cross the tightrope leading out from there, and climb the pole at the
end.
Jump to the orange roof and eliminate the Censors. Cross the roof on a
Levitation ball, and bounce off the tip. You should grab the yellow pole
overhead, at the peak of the archway on the left (if not, try to float to the
netting across the gap). Spin, jump and float to the netting. Climb around
the net-covered chimney and drop onto the roof. Clear the Mental Cobweb over
the window, and enter the house. Jump to the next platform, then down to the
ledge with the bouncing Steamer Trunk Tag. Burn the large haystack up here to
reveal a Figment. Drop to the ground and burn everything in sight, revealing a
Musket under the large haystack. Be sure to burn the door so that you can re-
enter this building at will.
Before leaving, go up the left side of this building, beside the bridge leading
into the enemy stronhold, and bounce up to the partial ladder. Climb up, sweep
up the Mental Cobweb at the top and grab the Figment behind it. Head back to
the peasant's house. If you haven't already, ride the water wheel at the back
of the house up and jump to the swing poles. From the upper pole, swing and
jump out towards the river, then immediately float to catch the airstream from
the chimney smoke. Float onto the roof and climb the pole to get the Golden
Ball of Hate, then float again in the smoke and across the river to get a
couple of Figments.
Knock on the peasant's door and give him the Musket to receive the last
Militiaman piece. Use a nearby cork to grow in size, then use Telekinesis to
move your piece next to the enemy soldier. Victory is in sight!
====================
Unjam the Gears!
====================
This is a mission for Raz alone. Shrink down at any house and enter the
archway leading to the enemy stronghold. Jump to the tightrope on the right
and run across it. Don't worry about the Figments for now, just keep moving to
avoid being pelted by cannonballs as you cross. Jump and float left to the
opposite post, and run across the tightrope there to solid ground. Get ready,
because a bunch of Censors, including a couple Strongarm Censors, will shortly
swarm you. You can use Invisibility between every couple of PSI Blasts, or use
your PSI Shield if you have the Ferocious Aura upgrade to defensively damage
your enemies. Once you clear them out, run around the stronghold gathering the
Figments on the ground. On the left side, jump up to the hanging ladder from
the ledge with the Steamer Trunk on it. Climb it, then double-jump to the next
balcony. Run across the tightropes next, getting the Figments that you
encounter along the way. Do a Levitation bounce and float from there around
the stronghold to the next landing. Blast the Censor nearby, then run across
the last tightrope. As you near the end, double-jump and float to the platform
with the walking snail, then use Telekinesis to toss him into the briny sea.
Dodge a cannonball from the other one, then do a Levitation bounce and float
over to him and eliminate him in the same manner. Face the pin jamming the
gears, and use Telekinesis to remove it.
Now, with the drawbridge restored, you can run out along it to collect any
Figments above it. Also, jump into the stronghold and punch the Mental Vault
running around inside.
============================
Recruit a Hearty Knight!
============================
In order to storm the enemy stronghold, you need a Knight piece. Go to the
restaurant on the starting side of the river. It's the building with the knife
and fork sign over top of it. Knock on the door to talk to the gourmand
knight. Watch the cut-scene to see that you need to find some escargot for the
fatty. Get the Figments from around the house, then jump onto the trampoline
in front of it. Bounce to the edge of the roof, then jump from there around
the corner to the trapeze swing underneath the sign. Grow at any cork to make
your travel across the landscape quicker, then examine the small hut just past
the second peasant's house. This will shrink you down into the orchard, where
you battle two Strongarm Censors. Use a combination of PSI Blasts,
Invisibility, and your PSI Shield to defeat them.
Now, you have to collect ten tiny Snail game pieces in the orchard. They will
run away from you, but you can just herd them into the fences. Walk over them
to collect them. Once you get all of them, the large Snail piece will appear.
Before leaving, however, there are plenty of Figments to collect in the
orchard. Aside from the ones just lying around, you can shake five Figments
loose from each set of trees by striking the signs held between them
repeatedly. Most of these Figments are apples, but one tree drops five birds
instead. Collect them all, then go find a cork to restore your size. Use
Telekinesis to carry the pail of Snails over to the front of the restaurant.
After chowing down, the Hearty Knight piece appears.
==================
Final Figments
==================
Before moving the Knight into the enemy stronghold, there are a few more items
to collect. First, there is a lone Figment up the hill behind the tunnel that
the river vanishes into, near the carpenter's house. Everything else is around
the large blue-roofed building across from the guillotine and first peasant's
house. On its right side, there is a partially sunken tunnel with a Mental
Cobweb at the bottom, and the Hatbox behind it. There are several Figments
around the perimeter of the building. Climb the ladder in the back to a lone
Figment outside a window, through which you can see Napoleon and Fred over the
board game. Wow, surreal.
There are a few Figments over the river that can only be reached from the
trampolines on top of the first peasant's house. Bounce up and float in the
direction of Figments (there are two rows of them). For one of the Figments,
towards the hill to the right, you may have to climb the pole of the rotating
sign over the house as far as you can, then double-jump and float to the
Figment. The same applies to some Figments between the Hearty Knights' house
and the pink bridge across the river. From the lower edge of the roof of the
Knight's house, that you can reach with the trampoline, do a Levitation bounce
to the peak of that roof, then use the nearby smoke updraft to help you float
across the Figments. Repeat such a float from the pink bridge on the other
side.
Once you're done collecting, use a cork to grow to the next size up, then
simply use Telekinesis to place the Hearty Knight inside the enemy stronghold.
Yup, that's it. Congratulations! You receive the Straightjacket from Fred as
a reward.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.24 Edgar Teglee - Black Velvetopia (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
Jump up the ledges along the side of the courtyard above Fred's position, and
run across the tightrope to enter the artist's tower. Use the Psycho-Portal on
Edgar to enter his surreal mental landscape.
===================================
7.24.1 Running Against the Bull
===================================
~~~~~ Figments: 142 ~~~~~
~~~~~ Mental Cobwebs: 7 ~~~~~
~~~~~ Mental Vaults: 2 ~~~~~
TO THE QUEEN OF CLUBS
Talk to the dog, following all of the dialogue options. You'll need some
Psychic Arrowheads to afford the paintings in this stage, so smash all
destructible objects that you come across. There are a couple of Figments in
this alley, so grab those before picking up both paintings. Whenever you
acquire a painting, hold onto it while you use your Clairvoyance ability. This
will demonstrate that particular painting's use for you.
Use the Archway Painting on the hook to the left of the Saint Bernard's
position to create a doorway out of here. Look outside before running out, and
gauge the bull's frequency. Grab the first couple of Figments as you move to
the left and enter the next alleyway. Note the Steamer Trunk in there, and
grab the Figment in the back. Climb the pole and bounce up the awnings to a
ledge up above. Jump across the main road to another ledge, then do a
Levitation bounce to the higher of two ledges along the right side of the road.
Jump and float from there along a series of Figments resembling clotheslines in
to the next alley on the left. Fight off a Censor in there, then smash stuff
and gather any remaining Figments before jumping over the barrier at the road.
Stay against the barrier until the bull passes, then run up the street and
press against the fence on the right. Note the Steamer Trunk Tag behind the
fence; now all you need is a way to open it. Press against the fence and the
camera will shift, revealing a glowing yellow button. Use Telekinesis to throw
the garbage can at the button, opening the gate. Grab the Steamer Trunk Tag,
then go back to the Steamer Trunk to sort it.
Run up the street and jump over the next barrier on the left. Kill the Censors
and collect what you can, then haul yourself up on top of the barrier at the
road's edge. Do a Levitation bounce from here to the balcony just ahead on the
right side of the road, where you'll get the Dufflebag Tag. Jump to the next
alley on the left, which connects with the previous one. The gate opens from
the current side, granting free passage from now on. Jump out of this alley to
the alcove on the right side of the road, where you can see the shining Queen
of Clubs. Enter the card portal to face... Tiger!!
This sub-boss battle will be similar to the ones after it, so note the
patterns. The Tiger can be harmed most easily by direct punches, but
experiment with your PSI Powers too to see what works and what doesn't. When
he's stalking around the ring normally, you can strike him when you get close
enough, but don't get too close or he'll pick you up and slam you down. When
he stops for a moment, he's about to do his Tiger Claw Combo. Lock onto him
and dodge backwards a couple of times to avoid this. And finally, when he
stops and snarls, he's about to do his ultimate Tiger Pounce. Form a
Levitation ball and jump up out of the way before he lunges at you, then drop
down and bunch his prone body a couple of times before he recovers. Repeat
until his health bar is depleted, and you'll emerge in Edgar's Sanctuary. The
card portal you emerge from is now active, and you can use it to return to the
previous point in the main section of the stage. Do so now.
TO THE QUEEN OF HEARTS
Climb the ladder and grab the Figments at the top. Shimmy across the line to
the middle of the road, then swing and jump just after the bull passes
underneath. Keep pressing the jump button until you reach the next solid line
(a total of three jumps). Wait there for the bull to pass again, then jump
across the red swing pole to the last pair of non-moving poles, then down into
the alley on the left. Fight the Censors as you move up to the end of the
alley.
Talk to the Collie here and explore all of the dialogue options. Buy the
paintings (the Rose one is a duplicate of the one you could have bought from
the Saint Bernard), then talk to him again to get the story of Edgar's sorrow.
Cross the street and enter the card portal to face the next Lucha wrestler...
Dragon! This fight is similar to the last one. He has a dashing slash attack
and a more complex jumping combo that finishes with a burst of flame, both of
which are easily avoided by locking onto him and flipping out of the way. His
Dragon's Rage attack is much more deadly. Preceded by a roar, he sends a burst
of energy along the ground that will stun you so that he can charge you. This
again is best avoided by forming a Levitation ball and bouncing up out of the
way. Strike him whenever the opportunity is there, using single punches only,
and wear down his health to zero.
Go back through the card portal as soon as you return to Edgar's Sanctuary.
TO THE QUEEN OF DIAMONDS
Hang the Rose Painting on the hook next to the Heart Portal to receive a Rose.
Next, hang the Guitar Painting that you bought from the Collie on the same nail
next to the Heart portal. Climb up the strings and clear the Mental Cobweb at
the top. Go through the room, collecting the Figments (including the Figment
paintings on one wall), then go back to the entrance to this room. Double-jump
and float across the alley to the top balcony, and lower the fire escape
ladder. Grab the Figments up here, then look back down the road to a distant
high ledge with a Golden Ball of Hate on top of it. Roll a bit on a Levitation
ball, then bounce, drift and float the last little distance to the ledge, which
also holds a Figment. Bounce and float back, then go down to the lower
balcony. Cross the tightrope, then jump to the higher ledge across the road.
The adjoining balcony is the one on the other side of the room behind the
cobweb that you just cleared. Bounce onto the awning over the balcony, and
float from there across the road to a high landing. Use the ledge across the
street to reach ground level once more.
You can either use your Rose to gain entry to the lady's window ahead, or just
bounce up to the first pole overhead, then jump to the second, higher pole
where you're safe from El Odio's rampage. Jump from there straight ahead, and
run into the sewer access hole in the ground in the right half of the road.
Run through the sewers in entirety, collecting many Figments, a Mental Vault,
and two Mental Cobwebs. At the end of the sewers you'll come to a gate; press
against it and the camera will shift, showing you a glowing yellow button on
the other side. Use Telekinesis on the garbage can to toss in onto the button,
opening the gate for you. Gather the last Figments and climb the ladder here.
Above ground, go uphill and use Pyrokinesis to burn the debris over the gate.
Go inside to sort the Dufflebag, and open the gate on the other side, which
leads back to the Collie's painting area. Turn around and go past the sewer
access you just emerged from, to the dead-end at the bottom of the alley. Hang
the Vine Painting on the hook on the right. Climb the vines up and right to a
red ledge, then double-jump to a swing pole, shimmy across it to the right,
then swing and jump to the next ledge. Jump from there into a secret garden,
with tons of destructible objects, some Figments and a Mental Vault. Also, any
defeated Lucha wrestlers will now be found gardening here. Jump over the rail
on the opposite side to get a clothesline Figment, then go back up the road in
sections again to return to the original sewer entrance.
As you climb up the ladder back out of the sewer, wait just below the road's
surface for El Odio to pass, then climb out and run to the nearest alley.
Here, you'll find the card portal for the Queen of Diamonds. Inside is a
battle with... Eagle!
Another similar boss battle. Eagle's most powerful attack is the Eagle Dive.
Once he launches into the air, form a Levitation ball and roll around the ring,
don't bounce into the air. Eventually he'll dive down, and you can move back
in to hit him some more. Continue until he falls. Ca-caw indeed.
TO THE QUEEN OF SPADES
Fight your way up the alley, collecting a few Figments. Go straight past the
sewer entrance (this is the second ladder that you found in the sewers) and
talk to the Dalmatian. Explore all of the dialogue options to learn more of
Edgar's history. Buy the Window and Vine Paintings, and use Clairvoyance on
them to see their use. Go down the side alley to get all of the ground-level
Figments. Climb the pole at the back of the alley and follow the raised ledge
to the corner. Double-jump across the alley to the other ledge, and follow it
up to the road. Jump up and grab the Figments, then jump to the ladder and
slide down to the fire escape landing. Lower the ladder, then do a Levitation
bounce across the road to the higher balcony there. Jump again across the
street to get the last of the Figments here, then turn back and re-enter the
previous alley. Climb the pole at the back, and follow the ledge around the
corner. Double-jump to the swing pole and across to the next ledge along the
same wall and follow that to the end. Hang the Window Painting on the hook,
then jump through it.
Collect the Golden Helmet and the Mental Cobweb. Jump down to the alcove
across the street. Talk to the Bulldog, but do NOT enter the card portal yet.
Instead, climb the ladder beside it, gather the Figments and clear the Mental
Cobweb across the doorway. Head inside Dingo's house.
Grab the Suitcase Tag on the right, and collect the Figments all around the
room. Go down the stairs and sort the Hatbox, get the Figment behind the
stairs. On the upper floor, walk through the fireplace to find a secret room
and a secret alley. Get the Figment in here and sweep up the last Mental
Cobweb, then slide down the rope to the roof with the Suitcase. Jump to the
fire escape ledge with the Golden Confusion Grenade as well, before sliding
back up the rope to Dingo's apartment. Find and talk to the Matador. Grab the
Confusion Merit Badge and head back outside.
Talk to the Bulldog again, then throw a Confusion Grenade into the street.
When El Odio is stunned, talk to the Bulldog once more to send him out into the
street. When the mural is complete, Dingo the Matador will give you a Golden
Helmet as a reward. Now, go enter the nearby card portal for the final Lucha
match.
Junior King Kong Cobra is the name, and a clear mind is his game. To rob him
of this advantage, toss him a Confusion Grenade. Only while he is Confused can
you damage him. In between bouts of confusion, he'll try to rush and grab you,
or rush and use a Cobra Strike Combo, and occasionally he'll use a ring-wide
Cobra Venom attack, which confuses you. When this happens. Hold the Left
Stick left or right to keep running sideways around Cobra, though in the
opposite direction, until your head clears. Keep using Confusion, then single
punches while he's vulnerable, until his health falls to zero.
Now, go back through the card portal to the bull run area once more. Go back
to the points where you hung the Guitar and Vine Paintings, and hang the Window
Painting in each of those spots (press [Triangle] to remove a hung painting) to
receive a couple of Figments. When you've collected all that you want to, head
through any card portal to return to Edgar's Sanctuary.
============================
7.24.2 Edgar's Sanctuary
============================
~~~~~ Figments: 18 ~~~~~
You return here after collecting each Queen. All around the room are portals
to different parts of the stage; the four suits correspond to the four card
portals, while the portal with all four suits emanating from it is the end of
the bull run, near Dingo's apartment. Run around gathering all of the Figments
around the perimeter of the room. The Purse Tag is on a balcony to the left of
the Diamond portal, while the Purse itself is on the ground next to the Spades
portal. Don't worry too much about the bull, because he won't take you away
anywhere else if you get hit.
Speak to Edgar to give him all of the Queens that you've collected. When his
card tower is complete, jump up the ledges and run up the spiral to the very
top.
==========================
7.24.3 Matador's Arena
==========================
There is absolutely nothing to collect in this area, so just concentrate on the
boss fights. First up... El Odio, whose true identity is revealed. If you try
to attack him normally, you will be informed that he is a powerful magical
creature, and can only be harmed by traditional bullfighting weapons. Note the
banderillas (bullfighting spears) stuck in the ground around the arena. You
must throw these at El Odio using your Telekinesis. To make this task easier,
you can dodge his charge, either by locking on and flipping to the side at the
last moment, or by using your PSI Shield as he runs over you, and let him get
stuck in the wall momentarily, using that time to throw a banderilla into him
with Telekinesis. You can also toss a Confusion Grenade at him to stun him
temporarily. Of course, you can also just throw them at him while he's running
you down, if your timing is good. Stick him with four banderillas, and the
first part of the battle is complete.
Next up, you must protect El Odio! Watch the two health bars on the right side
of the screen. Dingo will damage El Odio with every strike, and El Odio starts
at only half health. To bring the bull back up to speed, use your Telekinesis
to remove each of the banderillas from his hide, tossing them aside. And now
for Dingo: use Confusion Grenades on him, causing him to think he's the bull.
In this state, he is vulnerable to the banderillas as well. Once he's
confused, pick up one of the banderillas that you removed from El Odio with
your Telekinesis and toss it at the matador. Repeat for a total of four times,
and the battle is done.
You receive the Dr. Loboto Painting as your reward.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.25 Thorney Towers - Upper Floors (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
~~~~~ PSI Cards: 16 ~~~~~
~~~~~ PSI Challenge Markers: 1 ~~~~~
~~~~~ Brains: 9 ~~~~~
To gain entry to the upper floors, you must equip yourself with Loboto's
Portrait, the Straightjacket, and Gloria's Trophy (all obtained by clearing the
mental stages of the three inmates outside), then talk to Crispin Whytehead,
the orderly guarding the elevator.
The inside of the asylum is filled with poisonous rats. If they reach you, you
will be Confused momentarily. Eliminate them from afar with your PSI Blast
whenever you hear them, though even then they give off a cloud of gas and must
be avoided. You'll also note the little face that appears around corners and
dashes off periodically; if ever you get lost, just follow the face.
While searching for PSI Cards and Kids' Brains, be sure to look in the
inmates' rooms as you go up the asylum. These can generally be entered by
smashing the planks over the doorway, but you can't smash through the glass
windows for some reason (I guess they had to be lunatic-proof). Watch out for
all of the holes in the ground; some of these simply drop you to the floor
below, but some are bottomless pits, costing you an Astral Layer if you fall
in. The hanging light fixtures overhead can be used as trapeze swings if
necessary.
The first large hole can be crossed using the pipes as swing poles. Jump into
the elevator shaft on the left and go down to the next level, then up the
broken floor section ramp. Slide across the pipe, then climb the mound of dirt
and jump through the hole in the ceiling. From the first level with the
slanted floor, go outside and jump across the debris to the left. Jump up to
the next level, and float around the wall to the left. Cross the plank to the
outer wall and use the swing pole to reach the next ledge, on the outside of
the pipework lattice. Jump from there up to the next level and re-enter the
building. Go up the spiral staircase, jumping to its upper side half-way up.
Use the mattress to bounce through the hole in the ceiling. Watch out for the
onslaught of rats, then use the sideways door to reach the next level up. Note
that the room is completely sideways. Run along the 'wall' to the end, then
bounce and float across the acid pit to the right. Climb the pipework lattice
to the checkered floor. The stairs from here are twisted and broken, so you'll
need to find another way to get across. Go along the thin arm of the checkered
floor and jump to the next landing, then to the side of the table stuck in the
wall, then up once more. Float to the brain in the window, then back up again,
and pull up to the upper checkered flooring. Now, look for the vertical pipe
on the ridge around this floor, and climb it to the top. From the wooden
walkway, you can float left along the wall to a small crumbling ledge, then
pass through a window to find a brain jar outside. Go back in and float across
to the vertical pipe again to re-climb it.
Cross the wooden walkway around the edge of the room, and jump across the
circular platform. Use the swing poles on the right to reach a vertical pole
near the wall, and go down to a PSI Card on the platform below. Climb back up
the pole and dismount at the ledge at the top. Climb the pipework lattice here
to the next platform above, then climb again on the lattice there. Go through
the hole to the outer surface. Climb up over the hole to the top of the
lattice, then dismount and jump over it to the other side. Go right to a
wooden platform with a PSI Card and a Brain jar on it, then come back and use
the mattress to bounce to the tunnel above on the left. Go to the end and
bounce on the suspended bed to the next part of this ramp. From the top of
this section, look out to find the PSI Challenge Marker hovering over the top
of the room. Jump and float to it from here, then make your way back up again.
Bounce on the mattress here to reach the ledge above you.
Look in the window into the room on the right. Use Telekinesis on the chair
wedged under the doorknob to move it out of the way. You can now go into the
hall between the rooms and through that door. Bounce on the mattress through
the hole in the ceiling. Above, be sure to drop into the other room to find a
Brain before going back up and climbing the pole. Walk across the tightrope
above to the other side of the room, the slide along the pipe to the other end
around the wall. Climb up the pipes over the hole in the wall here, then walk
out to the last Brain jar on the beam. Cross the beam the other way. After a
short FMV, jump to the ledge and follow it into the elevator.
PSI CARD LOCATIONS:
1. Behind the pile of mattresses on the first floor.
2. Inside the inmates' room at the top of the first flight of
stairs.
3. At the bottom of the broken elevator shaft.
4. Near the top of the mound of dirt, after you slide across the
large hole on a pipe.
5. In the dead end on the floor above the mound of dirt, after
you slide across the large hole on a pipe.
6. When you go outdoors from the first level with the slanted
floor, bounce up to the top of the broken wall fragment
ahead of you.
7. When you go outdoors from the first level with the slanted
floor, go left to the end and jump up to the card.
8. On the broken piece of flooring that lets you reach the
second level with slanted flooring.
9. In the inmates' room after going up the slanted spiral
staircase.
10. On the far side of the bubbling acid pit, after crossing the
sideways room.
11. After crossing the bubbling acid pit, at the top of the pipe
lattice on the checkered flooring.
12. In the large tower, after reaching the wooden walkway around
the rim, cross to the end and jump to the small round
platform.
13. From #11, jump to the swing poles and swing across to the
small landing straight ahead. Slide down the adjacent pole
and get the card from the corner of the platform below.
14. In the large tower, after climbing the pipework lattice in
the outer wall, the card is through the hole leading to the
outer surface.
15. After climbing the outer surface of the large pipework
lattice, bounce right to the wooden ledge with the card and
a brain jar on it.
16. At the end of the rail slide, after climbing up from the room
with the chair wedged against the door.
PSI CHALLENGE MARKER LOCATION:
-At the top of the large tower, after bouncing on the suspended
bed, go to the end of the next ramp section and look right
to the marker over a large pipe. Double-jump and float
over to it.
BRAIN LOCATIONS:
Benny's Brain: In the bathroom of the inmates' room to the right
at the top of the first flight of stairs.
Bobby's Brain: In the inmates' room half-way across the pit with
the pipe that you use as a slide rail across it.
Elka's Brain: On top of the broken wall in the far right corner,
after you go outdoors from the level with the
slanted floor.
Quentin's Brain: After crossing the acid pit, jump from the arm
of the checkered floor across the thin
platforms, then float down into the window.
Dogen's Brain: In the large tower, from the left end of the
lowest wooden walkway around the rim, jump and
float along the wall to a small crumbled ledge
below. Step out one of the windows here to find
the far on an outdoor landing.
Phoebe's Brain: In the large tower, after climbing the lattice
and passing through a hole to the outer surface,
climb down to the same lattice to a ledge.
Crystal's Brain: After climbing the outer surface of the large
pipework lattice, bounce right to the wooden
ledge with the brain jar and a PSI Card on it.
Clem's Brain: After bouncing up the mattress in the room that
you used Telekinesis to move the chair blocking
the door, drop into the other nearby room.
Nils' Brain: At the top of the large tower, after the rail slide
on the pipe, climb up the pipes and walk straight
across the beam to the jar.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.26 The Lab of Dr. Loboto (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
~~~~~ PSI Cards: 4 ~~~~~
~~~~~ Brains: 3 ~~~~~
Move up the stairs. At the top, when the crow in the cage spots you, it
triggers a button turning the stairs into a slide. You need to use
Invisibility to get past this minor trap. Get the PSI Card and the Brain jar,
then climb the ladder to witness a FMV.
You are left in Dr. Loboto's lab. The shield around his workstation is
impenetrable. Walk into it, or close to the door on the other side, and the
next FMVs will be triggered.
Walk up to your friends in their chairs to initiate a conversation, then grab
the Birthday Cake from the table. Go outside and go down the ramp on either
side. On the left of the exit from the upper room, you'll also find an
elevator that runs express to the asylum's entrance, near Boyd. If you feel
like going back to camp, use this as an alternative to bacon.
At the bottom of the circular ramp, go up into the laboratory. Go to the right
behind Mr. Pokeylope's habitrail, and use the Birthday Cake from your backpack.
This will lure him underneath the hole in the dome. Use Telekinesis to pull
him out, then pick him up and go back upstairs to Sheegor. After the FMV, go
back to the lab and approach the bubble shield. Use Telekinesis from outside
to place the brain inside the Brain Tank, after which Sasha and Milla are
recranialized.
PSI CARD LOCATIONS:
1. Behind the crow's cage at the top of the first flight of
stairs.
2. Behind Mr. Pokeylope's cage in Dr. Loboto's workstation.
3. To the right after you exit the prisoner's room.
4. To the left after you exit the prisoner's room.
BRAIN LOCATIONS:
Vernon's Brain: On the landing with the crow in a cage.
Elton's Brain: To the right after you exit the prisoner's room.
Mikhail's Brain: To the left after you exit the prisoner's
room.
Now comes the POINT OF NO RETURN!! If you have anything left to do in the
physical world (you'll still be able to enter the Collective Unconscious later
to complete any mental environments), do NOT blast Lili's restraints (actually,
the game makes a separate auto-save at this point, so you can always restore
the game at this point if you've already moved beyond it). Some of the tasks
that you may still want to pursue include:
-Return to camp and find any remaining PSI Cards and PSI Challenge
Markers;
-Complete the Scavenger Hunt quest;
-Stock up on Dream Fluffs at the Camp Store;
-Collect any remaining Kids' Brains and PSI Cards from Thorney Towers;
-Re-visit Ford Cruller's Sanctuary to re-brain kids, turn your Mental
Cobwebs into PSI Cards, and turn your PSI Cards into PSI Challenge
Markers to increase your PSI Cadet Rank.
-Return to any mental environment to collect remaining Figments, Cobwebs,
Emotional Baggage and Mental Vaults (again, you can still do this
later, but doing it now will let you max out your PSI Cadet Rank as
far as possible for now).
The highest your PSI Cadet Rank can be at this point is 98. If you're not
there yet, then you're still missing something (and you should still have 6 PSI
Cards left over. Hmm...).
When you're ready to move forward, return to the top of Loboto's lab, and use a
PSI Blast on Lili to free her. From there, FMV's take over.
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.27 Thorney Tower - Ruins (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
============================
Psychoblaster Death Tank
============================
This boss battle begins with the Coach's brain surrounding the tank with
barriers; first a ring of cement blocks, then a ring of plank walls. You have
to break through enough of these to be able to reach the tank before you can do
it any damage.
The Coach will occasionally pick up large cement blocks to drop onto you. To
avoid these, you can stay on the move, or you can use your PSI Shield as he
tosses them. Other hazards here include the streams of acid around the arena,
and the smaller concrete blocks that fall into their designated spaces as you
use them up.
To get through the first barrier of cement blocks, you must use Telekinesis on
the smaller cement blocks on the ground around you, and toss them at the larger
ones to smash them. The small cement blocks will rapidly regenerate, falling
in from above, so don't stand in their spots or you'll get squished. Once
you've broken through enough of the cement block barrier, you can take a stab
at the wood planks. These must be burned through, with Pyrokinesis of course.
Once you've got a clear shot at the tank, pick up another small concrete block
with Telekinesis and lob it right at the tank's dome. Don't get too close
personally, or you'll be blasted back and take some damage.
After he takes a hit, the Coach will restore his barriers fully using debris
from the fallen tower. The concrete barrier will be a little thicker, too, so
spend more time thinning it out before tackling the wood planks. Throw another
block at the tank when the way is clear. Repeat all of these for a third time,
and the fight will be over... kind of.
==============
De-brained
==============
Well, now you've done it. Having no body, you have no backpack and thus no
access to your items. Also, the only PSI Powers that work are Telekinesis,
Invisibility, and PSI Shield. Of course, Telekinesis is the only one that you
need. Use it to pick yourself up (kind of boggles the mind doesn't it?) and
throw yourself closer to the Death Tank. Do another toss to launch yourself
directly into the tank's brain dome, where your brain and the Coach's brain can
finally be together...
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!) 7.28 Young Oleander/Self - Meat Circus (!)
(!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!)
(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
======================
7.28.1 - Tent City
======================
~~~~~ Figments: 94 ~~~~~
~~~~~ Mental Cobwebs: 3 ~~~~~
~~~~~ Mental Vaults: 1 ~~~~~
Follow little Oly into the caravan. Suck up the two Mental Cobwebs in the
hallway, and go through the doorway at the far end. Collect all of the
Figments in this environment. The Steamer Trunk Tag is on top of the awning
over the entrance to the Big-Top. On the right side, past the Steamer Trunk,
jump down to the broken road segments and collect the Golden Confusion Grenade
and the Hatbox Tag. To the right of the tent entrance, the fortune teller at
the booth will turn your Mental Cobwebs into PSI Cards, and your PSI Cards into
PSI Challenge Markers (one marker for every 9 cards). When you're done here,
head on inside after little Oly and his bunny.
Take care of the twisted rabbit monster, preferably without hitting Oly, since
you can damage him as well. Run around collecting the Figment and the Suitcase
Tag on the ground, while watching for newly generated monsters to kill before
they reach Oly. When you're ready to move on, grab the little bunny with
Telekinesis to hold him still while Oly catches up to him.
Climb up the ladder with the Figment along it, and cross the tightrope over the
grinder half-way. Double jump up to the Figment, then jump to the round
platform to the side. Jump to the right around the fat lady for one more
Figment, then bounce off of her and grab onto the ledge beside you. Fight off
the monsters, grab a couple of Figments and sort the Hatbox, then hold the
little bunny with Telekinesis until Oly catches it.
Next, jump to the trapeze swing on one side of the platform, then swing over to
and up a series of bone swing poles. Turn around and swing to the highest one
(depending on the camera angle, you'll have to change the direction that you
push on the Left Stick to make Raz swing correctly), then across one more to
the next platform. This time, there is a pair of rail slides to take you to
the next platform. There is a Figment over each, so use both in turn. On the
other side, stand in front of the spinning wheel and watch the knife thrower.
Just before he throws a knife, jump up, so that he'll toss the knife at the
spinning wheel. You can then jump and hang from the knife blade (you may have
to wait for the wheel to come around again), then use that as a swing pole to
reach the next platform, jumping to it when you're half-way up the wheel.
Fight off two rabbit monsters at once here as you gather more Figments and grab
the bunny with your mind when you're done. Oly takes off once more, the little
bugger.
Jump up the small meat platforms, going to each one that has a Figment over it.
At the top, there is another knife thrower and a target wheel. Jump as he
throws again to create swing poles for yourself, then use one to swing to the
next platform up on the right. This jump can be a little trickier, so wait
another rotation on the wheel before attempting it if you don't think you're
line up properly. I find it easiest to jump from a little higher than the
platform and float the remaining distance. From the platform above, jump up to
the tightrope stretching from the pole and jump on top of the rope. Move
underneath the next rope, grab the couple of Figments above it and run to the
far end and help out little Oly once more, by defeating the monsters and
holding the little bunny still for him.
For the last run, you can take your time, because little Oly is safe on the
exit platform. If you think you need to, you can try going back down to any
Figments that you missed, but you can only go so far down before hitting a net
and bouncing back up (if you need to go lower than that, just continue until
you reach the next teleport worm, and go back to the start using him). To
reach the exit platform, walk out along the last tightrope, and look for the
next one above going off at an angle. Get on top of that one, and cross to the
end, then jump to the trapeze and do a big swing and jump to the exit. Collect
the Figments and the Purse Tag, and punch open the Mental Vault around here
before pursuing Oly through the tent flap.
In the next outdoor area, go around collecting the Figments and sort the Purse
and Suitcase. Keep on the move to avoid the knife thrower's blades. The final
Mental Cobweb is found beside the entrance to this pavilion. Once you've got
all of those, enter the 'Tunnel of Love' and slide on the rail. There's not to
much to say about this ride, other than to jump over the gaps in the rail.
You'll collect most of the Figments automatically as you slide and as you jump
a couple of the gaps. Towards the end, there are several brakes in rapid
succession; either make tiny jumps over each, or do a very large jump clear
over the last floating segment. You'll grab the Dufflebag Tag as you go, and
you'll find the Dufflebag at the end of the ride. Use the teleport worm here,
if you missed anything that you care to go back and try again for.
The final Figment for me was a blue bunny along the rail, which seems to be
actually to the right of the rail as you slide down it. Perhaps you can reach
it by jumping at just the right time, but the only way that I've been able to
collect it is by jumping to the side off of the rail above the Figments
position, just before the left curve after the second jump over a break in the
rail, then floating down to it. You lose an Astral Layer after falling to your
doom in this way, so I suggest doing it on your first rail ride, then re-doing
the rail slide to collect all of the other Figments and reach the bottom in one
piece.
Now, you can use the teleport worm to return to the Big-Top Entrance and cash
in your final Cobweb at the fortune teller, which, if you've collected
absolutely everything up to this point, will push your PSI Cadet Rank up to
101! Which is odd, since the game says that 100 is the maximum, and the final
game secret is unlocked at that level. If you have achieved this, open Raz's
Journal and go to the memories page. Under 'Thorney Towers', the final CGI
movie clip will be unlocked. Enjoy it! Anyway, head into the tent to continue
your psychic journey.
======================
7.28.2 The Big Top
======================
~~ The Butcher ~~
Run, it's the butcher! Man, if this doesn't convince you to go vegetarian,
nothing will. PSI Shield is your friend in this battle; it will save you from
all attacks. And the Butcher has several attacks. He swings the left cleaver
(to your left, not his) across the floor; jump over it, or use your PSI Shield.
He does a rapid chopping motion with both cleavers from right to left; again,
PSI Shield. He runs up and kicks you at times, which again, the PSI Shield
will protect you from. As you run, be carefuly not to run straight into the
grinder in the middle of the tent; you can tell that you're getting close by
the stripe pattern on the floor.
You want to keep running away from him (but don't get so far away that he can't
attack you) until he uses his heavy cleaver slam with the left cleaver. Dodge
it (PSI Shield will save you again), and his cleaver will be stuck in the
ground momentarily. Use this moment to double-jump onto his arm, run up it and
jump onto his shoulder, then punch him in the face one time. This will take
away a third of his health bar. Jump back to the ground and keep running.
Hit him for a total of three times, and the stage will shift to the next scene.
~~ The Acrobat ~~
It's time to display your acrobatics! Climb up the ladder, then jump to the
swing poles. Swing up to the trampoline, then bounce and grab onto one of the
knives stuck in the spinning wheel. Face to the left, then gather some
momentum and swing to the meat platform above. Turn and run across the
tightrope, jumping over the flaming juggling pin missiles that your dad throws
at you at regular intervals. Bounce on the trampoline until you reach maximum
height, then move forward while in the air to land on the small platform ahead.
Turn around the use the trapeze swing to reach the next landing.
Jump up the tightropes, pulling up each one and trying to dodge the missiles as
you approach the top. Run across the top tightrope without stopping, so that
the missiles will pass over your head. At the corner, turn and run across the
longer tightrope. You must run under some missiles, and jump over the
alternating ones. At the end, turn right and jump to the curved climbing net.
Climb over and under the flaming areas. Jumping from net to net can be tricky.
Turn the camera a bit so that you're moving across the screen and not into it,
then double-jump, float and press into the surface of the next net. Jump
backwards off of the last net to the meat platform.
Run to the far end of the platform and turn left. Form a Levitation ball and
bounce up, then float at the peak of your jump down through the flaming ring.
Float in the stream of bubbles to reach maximum height, then forward through
the next ring. Repeat this until you reach the end, with the added
complication towards the end of dodging your father's missiles. Simply weave
back and forth slightly as you float down to avoid them. At the end, turn left
and jump to the swing poles. Jump to each between the cleaver swings; it's
okay to wait a couple of rotations for a clear jump. You land on a tightrope
at the end. You'll have to double-jump to get over the trios of juggling pin
missiles that your dad tosses, or just let them hit you if you have plenty of
health. At the end, jump and float to the ladder, on the side closest to you.
Once you grab on, just keep climbing, no matter what crazy angle it takes you
in.
~~ Our Two Dads ~~
This battle is similar to the last one, though complicated by fire. You can no
longer run up the Butcher's arm when his cleaver gets stuck in the ground,
because the flames from the burning cleaver push you back. Also, as you run
around, your father throws flaming pins on the ground. Watch for their shadows
to avoid having any land on you, and run around them when they're in your way.
Despite his intentions, your dad is actually helping you out. You can pick up
the flaming pins with Telekinesis and throw them at the Butcher. This will
knock him down temporarily, exposing the top of his head to you. Run in and
punch it whenever you get the chance. It's safest to wait for his cleaver to
get stuck before tossing a pin at him, but you can do it anytime and it will
still be effective. Use your PSI Shield as needed again to protect yourself
from his cleaver attacks. Hit him three times, and he'll fall into the
grinder. Your psycho father shortly follows him.
For the final part of this massive battle within your own mind, you have a new
PSI Power - a psychokinetic exoskeleton! Or something like that, anyway. On
the right side of the screen, below the enemy's health bar, is an icon of you,
Raz, but electrified. When it is full, giant Raz will appear. In this form,
you can take on the hybrid dad creature physically. Use your first punch to
break his guard, then continue the three-hit combo to damage him. Repeat until
your power wears out, and you shrink back down to regular size.
As little Raz, just run away, and use your PSI Shield to defend against
attacks. You can roll on your Levitation ball to move more quickly. Also note
that you can cross the middle of the arena here, as it is no longer hazardous.
Stay on the run while your icon charges up again. When it is full, you will
have a few moments of giant Raz power to go on the offensive again. Keep up
this alternating assault/defense until you wear his health bar down to zero.
Enjoy the game's closing FMV. Can you say 'sequel'? I sure hope so. Now give
the game developers their due and at least watch the credits roll.
__,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
( )
) ============== (
( 8) ENEMIES )
) ============== (
(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __)
`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
=======================
~ Real World Enemies ~
=======================
PSYCHIC BEARS: These beasts can be found day or night around camp. Due to the
exposure to Psitanium, they have developed Telekinetic ability.
If they grab you in their psychic claw, it will hold you while
they come up to you and slash you to pieces. With your target
lock on them, you can dodge the psychic claw, then fire away
with your PSI Blast. Alternately, use Invisibility to sneak up
on them, and punch them out with a combo.
PSYCHIC COUGARS: Strictly nocturnal, these prowlers possess Pyrokinesis, and
can apply it to you from great distances, sometimes before you
even see them. If you see a temperature gauge on-screen when
it's not of your doing, turn Invisible fast before you fry.
Sneak up to them and punch them out with a combo or other
attacks. You can also distract them momentarily with
Telekinesis.
CRAYFISH: Found at the bottom of Lake Oblongata, these lobster-like creatures
pack a mean pinch. They'll generally avoid you, though, so don't
worry unless you carelessly wander close. Any attack will take them
out.
SUCKER FISH: Flopping around the lake's bottom, these only present a threat if
you walk right into them. If they attach to your head, jump and
wiggle around to shake them off. Any strike will kill them.
CONFUSION RATS: Mutated and ornery, these rats travel in packs in dark places.
If they get close, they will explode in a burst of Confusion
gas, also causing you damage. Blast them from afar with your
PSI Blast, though you must still avoid the resulting cloud of
gas until it dissipates. Alternately, if you burn them with
Pyrokinesis, the gas will burn out as well.
========================
~ Mental World Enemies ~
========================
CENSORS: The garden-variety mental monitors have to get up close to cause you
any harm, giving you the chance to lock-on and hit them with a PSI
Blast or two. They'll get stronger as the game goes on, requiring
more hits to finish off. Still, any old attack works, from direct
punching to Pyrokinesis, to tossing them around with Telekinesis.
CENSORS THAT SHOOT STUFF: Larger and more evasive than their melee cousins,
these guys blast you from afar. Stay on the move to
dodge their shots, and get close enough to lock onto
them and hit them with a couple of PSI Blasts.
TINY CENSORS: They have power in numbers, though they're still more of an
annoyance than anything else. Once they get close, jump up and
do a Palm Bomb to wipe them all out at once.
STRONGARM CENSORS: These giant brutes pack a mean punch, so you need to keep
your distance, unless you have an upgraded PSI Shield to
protect yourself. Turn Invisible to get into position, then
hit them with PSI Blasts or Pyrokinesis. You can also toss
Confusion Grenades for sustained distraction.
PLANTS WITH EYES AND TEETH: These remain inert and invulnerable until you get
close and they spring into action. Quickly punch
them once they come to life, and they'll shrivel
away again.
LUNGFISH NAVY TANKS: Noisy buggers, whose presence is easily detected even if
you can't spot them. Step aside when you see their
missiles coming, or use your PSI Shield if you can only
hear them, or if you're being shot at from multiple
directions. Any attack will kill one, and you can also
pick them up and throw them at other tanks.
ELECTRO-TRUCKS: Pack a nasty offensive attack. You can wait for their beams to
approach you, then use and hold your PSI Shield until it is
reflected back at them. Or, if you're able to get close
enough, you can just whack them.
ANTI-MONSTER TURRET: Stationary and deadly. Thank goodness there's only one of
them. When it locks onto you, use your PSI Shield while
it fires, then walk in a little bit closer. Repeat until
you're close enough to do some damage. A thrown tank
works wonders.
LUNGFISH NAVY AIRPLANES: What navy would be complete without planes? These are
quick and annoying in numbers. Once engaged, use your
PSI Shield until you have a moment free from assault
to lock on and hit one with a PSI Blast.
NIGHTMARES: These hellish worms are found in unexpected places, when they pull
you into their realm. Run around dodging its underground arm
attacks, and use repeated PSI Blasts until it blows apart. At that
point, use Telekinesis to pick up one of their victims and toss it
inside the Nightmare's gullet. Then, when they turn to glass, you
can shatter them with a punch.
HARPIES: These flying menaces are found in the theatre. Since they're out of
reach, use PSI Blasts to take them out. Keep on the move to avoid
the shots they fire back at you.
THISTLE GIRLS: Spinning around in their bristly costumes, they are nearly
invulnerable, except perhaps to Pyrokinesis. Wait for them to
stop and catch their breath, then hit them with any attacks to
take them out.
HELLHOUNDS: Though in a better light they're nice and fluffy, their dark sides
are another story. Spitting streams of fire, it becomes highly
hazardous to stay up close. Back off and use PSI Blasts to dispose
of them safely.
WALKING CANNON SNAILS: A staple of military fields. Their tough shells are
invulnerable to attack. They launch cannonballs with
pinpoint accuracy over large distances, and they can
sprout legs to run away from you. You have two options
for taking them out: you can pick them up with
Telekinesis and toss them into water, which will
penetrate their shells and drown them, or you can try to
get close enough to punch them. This won't hurt them,
but they will retreat into their shells momentarily.
At this time, use Pyrokinesis to light their fuses, and
see what happens when a cannon goes off inside their
shell.
HELL BUNNIES: These twisted meat-grinder monstrosities are horrors to see.
They shouldn't even exist, so bash them into oblivion by any
means necessary.
SWORD-THROWER: Unfortunately, they cannot be harmed by any means available to
you. The best that you can hope for against these circus
staples is to use the blades they throw at you to your
advantage.
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( )
) ==================================== (
( 9) SCAVENGER HUNT ITEM LOCATIONS )
) ==================================== (
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You receive the Scavenger Hunt sidequest upon leaving the Kids' Cabins area
after completing your Basic Braining. Ranger Cruller sets you to find 16 items
well-hidden around camp. For every 8 that you find and report to Ranger
Cruller, you will receive a PSI Cadet Rank increase of four. He can be found
day and night beside the GPC. The following list of items is in the order seen
in Raz's Journal, under the Totals page. Previously in the walkthrough, the
items were listed under the appropriate camp location.
GOLDEN ACORN: Found in the GPC & Wilderness area. Requires Invisibility to
collect. In the valley to the right of the GPC enclosure, a
squirrel holds onto the acorn, but runs into his tree with it
whenever you approach. Turn invisible while at a distance, then
walk up to grab the nut.
DINOSAUR BONE: Found in the the Reception area. Easier to get with Levitation,
but reachable even without it via the following method. From
the campfire spot on a hill behind the swamp, jump to the lowest
tree branch above you using a ledge in the trunk to the right
of the branch's base. Walk out to the very tip of the branch,
then double-jump up to the tip of the second branch, above you.
Move under the bone and double-jump to grab it.
DIVER'S HELMET: Found in the Boathouse & Beach area, and only reachable once
night falls. Follow the docks past the boathouse until you're
beyond the overhead roof. Jump on top of the roof from there
and follow it back over the docks, then climb the netting over
the boathouse. From the round platform above, use the trapeze
swing to reach the rock wall behind the boathouse, and jump up
the ledges until you encounter a Psychic Cougar. Use
Invisibility to walk up to him unharmed and punch him out, then
grab the helmet he was guarding.
EAGLE CLAW: Found in the Main Campgrounds area, on top of a platform ring at
the top of a tree, sticking out from the rock wall past where the
path splits and heads towards the parking lot. To reach it, climb
to the top of the PA tower nearest the path's intersection, and
double-jump towards the rock wall and head to the right along its
ridge. Jump towards the platform around the nearest tree, though
you want to land on the rock below it. Walk out onto the planks
here, and use the trapeze swing to reach the card on another
tree-top ring.
CONDOR EGG: Found in the Reception area. Easier to obtain with Levitation, but
not required. To reach the egg atop a tree trunk in the swamp, in
a nest, go through the cave tunnel (which first requires that you
defeat the Psychic Bear inside), then slide along the long rail and
hop to the nest.
FOSSIL: Found inside Sasha's underground lab. Bo to the third landing down
from the base of the ladder at the top of this room and look around for
the glowing item. Double-jump to the ledge in the nearest corner, then
cross to the wall, drop to the left, and jump up to the fossil.
GLASS EYE: Found in the GPC & Wilderness area. Requires Telekinesis to obtain.
Walk in the river to the right until you reach its end, where it
goes under the GPC enclosure. Behind the grate, you can see the
eye. Use Telekinesis on it to float it through the fence towards
yourself.
GOLD DOUBLOON: Found in the Main Campgrounds area. It is along the right side
of the Main Lodge, in a nook in the foundation.
FERTILITY IDOL: Found in the Reception area. Requires the PSI Blast ability
to obtain. On the hill to the left as you enter the reception
area from the end with the group campfire, use your target lock
on the beehive hanging from a tree branch and PSI Blast it.
You'll find the idol in the remains of the hive. Watch out for
the nearby Psychic Bear.
MINER'S SKULL: Found in the GPC & Wilderness area. Requires the PSI Shield
ability to obtain. To the right of the GPC Enclosure, towards
the back wall of the area, there are two water geysers, with
the right one plugged up by the skull. Stand over top of the
left geyser and use your PSI Shield, producing enough water
pressure to pop the skull out of the other side.
CHERRY WOOD PIPE: Found in the Reception area. It is beside the rusty truck
caught in the tree, on a hill to the right of the waterfall
behind the swamp.
PIRATE SCOPE: Found in the GPC & Wilderness area. Easier to reach with
Levitation, but not necessary. Along the outer edge of the area
in the valley to the right of the GPC enclosure, just to the left
of the entrance to the cave leading to the beach area, walk up
the grass hill near the yellowish rocks. Go slightly up the
right side of the tree, stopping before you slide back down the
slope, and double-jump around to the back of the tree. Jump up
the rocks here and climb the small vine section to reach the
telescope at the top of the hill.
PSYCHONAUTS COMIC #1: Found in the Boathouse & Beach area. Go to the left edge
of the beach (when facing the lake), then jump to the
dirt path in the hillside behind you. Follow this path
back to the comic's location.
TURKEY SANDWICH: Found in the Kids' Cabins area. Requires the Pyrokinesis
ability to obtain. Jump on top of the cabin with the
trampoline beside it, then cross the tightrope to the roof of
Raz's cabin. Swing up the tree-branch poles, climb the net on
the tree trunk and hop to the landing. Enter the cave and
slide down to the end. Open the refrigerator and use
Pyrokinesis on the ice block to melt it, revealing the
sandwich.
VOODOO DOLL: Found inside the Main Lodge, on top of the rafters over the stage.
To reach it, jump onto the table beside the first window on the
left after entering through the front door, then jump on top of
the bookshelf in the corner. Double-jump to the top of the
doorway over the entrance, then up to the nearest ceiling beam.
Hop across the beams to reach the doll.
GOLD WATCH: Found in the Grounds area of Thorney Towers, inside the asylum
gates, on top of the statue in the fountain. Bounce up on a
Levitation ball to get it.
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) =================================================== (
( 10) PSI CARD AND PSI CHALLENGE MARKER LOCATIONS )
) =================================================== (
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WHISPERING ROCK - KIDS' CABINS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. Down one side of Raz's cabin (to the left as you exit the
cabin).
2. Inside the outhouse, to the left as you exit Raz's cabin.
Press [Triangle] to open the door.
3. On top of the cabin past the outhouse. Jump to the roof from
the trampoline beside it.
4. On top of one of the roots of the large main tree, leading
uphill.
5. Underneath base of ramp leading up to training course.
6. From the roof of the cabin with the trampoline beside it,
walk half-way across the tightrope and jump right to the
trapeze swing. Swing to the raised trampoline net.
7. On top of Raz's cabin. Cross the tightrope from the cabin
with the trampoline beside it to reach it.
8. At top of hillside above Raz's cabin. From the roof, swing
on the wooden poles, then grab the net around the tree and
jump to the landing.
9. Inside cave tunnel. From landing above Raz's cabin (see #8),
slide down the mud slope inside the cave, and jump right to
the side tunnel.
10. Inside cave tunnel, close to #9. Follow same directions.
11. On top of PA (public announcement) tower beside Dogan. Climb
the pole to reach it, or jump up the nearby rocks.
12. Requires Levitation ability to reach. See #8 to reach the
hillside above Raz's cabin. From there, do a Levitation
bounce to the left, far enough to grab onto the netting in
the side of the rock wall. Climb to the top of that net,
then do a double-jump backwards to grab another net (use
the camera to spot it first). Climb to the top of that one
too, then double-jump to the tightrope with the card above
it.
PSI CHALLENGE MARKER LOCATION:
-Jump onto the roof of the cabin with the trampoline beside it,
then cross the tightrope half-way. Jump right to the
trapeze swing, and swing to the raised trampoline net.
Bounce up to the ladder and climb to the platform with the
Challenge Marker.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WHISPERING ROCK - MAIN CAMPGROUND
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. Just over the fence to the right as you enter the Main
Campgrounds from the Kids' Cabins Area.
2. On top of the PA tower to the rear corner of the Main Lodge,
on the side nearest the Kids' Cabins Area entrance.
3. Directly behind the Main Lodge, near the roof. Walk across
the tightrope from the top of either PA tower behind the
Lodge to reach it.
4. On top of the PA tower to the rear corner of the Main Lodge,
with the pair of camp cheerleaders on top of it.
5. Underneath the ramp leading up to the Main Lodge entrance.
6. On top of the PA tower where the dirt path splits, straight
out from the Main Lodge.
7. At the end of the tightrope leading from the PA tower nearest
where the dirt path splits in three to the roof of the Main
Lodge.
8. On top of the Main Lodge's lower roof. Follow the tightrope
from the PA tower behind the Lodge with the cheerleaders on
top of it, then jump to the section of the reddish-brown
roof that sticks out to the side. Walk along its ridge to
the card.
9. From the top of the PA tower nearest where the dirt path
splits into three, double-jump towards the rock wall and
head to the right along its ridge. Jump towards the
platform around the tree, though you actually want to land
on the rock below it, with the plank platform. Head along
the greenish rocks to the left to reach the card.
10. From the top of the PA tower nearest where the dirt path
splits into three, double-jump towards the rock wall and
head to the right along its ridge. Jump towards the
platform around the tree, though you actually want to land
on the rock below it. Walk out onto the planks here, and
use the trapeze swing to reach the card on another tree-top
ring.
11. From the end tree-top ring from #10, walk along the tightrope
to the top of the gate to the parking lot.
12. Inside the outhouse inside the gate to the parking lot.
13. In the parking lot, in empty space to the left of the
entrance.
14. On top of the jeep in the parking lot. Double-jump onto its
hood, then onto the roof, which is springy.
15. Over the basketball net in the parking lot. Double-jump to
it from the nearby yellowish rock.
16. On top of a rock along the path leading down to the parking
lot.
17. Behind a tree along the hillside straight out from the picnic
benches past the Main Lodge.
18. Requires Levitation ability to reach. Bounce on top of the
cut log in the middle of the parking lot.
PSI CHALLENGE MARKER LOCATION:
-On top of the Main Lodge's upper roof. Follow the tightrope
from the PA tower nearest where the dirt path splits into
three, then jump onto the roof.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WHISPERING ROCK - RECEPTION AREA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. Over the fence to the left of the camper on a rock. Watch
out for the bear!
2. Behind a grave marker at the top of the hill to the left of
the camper on a rock.
3. Inside the cave entrance over the fence to the right as you
approach the camper on a rock.
4. Up a ladder above the cave entrance and part-way across a
tightrope.
5. Up a ladder above the cave entrance and all the way across
the tightrope from the wood platform.
6. At the end of the tightrope in #5, jump to the rocks on the
left and up to the rock with the card.
7. At the top of the hill between the swamp and the camper, on a
rock to the right of the campfire area.
8. At the top of the hill between the swamp and the camper, on
the tree branch over the campfire area. Tricky to reach
without using Levitation, but possible by jumping onto a
ridge in the tree trunk beside the branch.
9. At the top of the hill behind the swamp with the curved ramp
leading around it.
10. On top of the rocks to the right of the waterfall behind the
swamp.
11. On top of the rocks to the left of the waterfall behind the
swamp.
12. On top of the rocks to the left of the waterfall behind the
swamp (no, you're not seeing double; there are two cards
on the rocks here).
13. On a ridge over the stream leading away to the side from the
base of the waterfall behind the swamp.
14. In front of the rusty truck caught in the tree, on a hill to
the right of the waterfall behind the swamp.
15. Inside the cave across the main path from the swamp.
Requires that you kill the bear, for which you will need to
have learned at least one PSI Power.
16. At the top of the cave tunnel. To reach it, you'll have to
be able to kill the bear in the tunnel.
17. At the end of the long rail slide after emerging from the top
of the cave tunnel.
18. Above the upper entrance to the cave tunnel. You'll have to
carefully walk between the rails to avoid sliding on them,
then jump to the ledge on the side and up to the card.
19. From the hill behind the swamp with the campfire area, jump
right over the rocks, then to a rock behind a tree trunk
along the rim of the area. Leap from here to a caved-in
mine entrance at the top of a slope, then out to a log
platform between two posts.
20. From the location for #19, once you've learned the Levitation
ability, jump and float to the card on top of the post.
21. Located behind the waterfall. Jump through the water stream
into the alcove behind it.
PSI CHALLENGE MARKER LOCATION:
-From the hill behind the swamp with the campfire area, jump
right over the rocks, then to a rock behind a tree trunk
along the rim of the area. Jump from here to a caved-in
mine entrance, where you'll find the marker.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WHISPERING ROCK - GPC & WILDERNESS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. In the riverbank, past where the logs have fallen into the
water, under a ridge.
2. Beside Chloe, at the top of a series of rock ledges beside
Ranger Cruller's shack.
3. From the hilltop with Chloe, beside Ranger Cruller's shack,
swing across two tree-branch poles to a ledge, then across
two more to the card.
4. From #3, jump to the adjacent ledge and slide through the log
to collect the card.
5. Over top of the cave leading to the beach and boathouse area.
6. On top of a rock outside the perimeter of the GPC, to the
left.
7. Outside the perimeter of the GPC, in the back of the area.
8. On top of a log lying just outside the fence around the GPC,
in the back guarded by a psychic bear.
9. On a log just outside the fence around the GPC, near the back
towards the right side, at the top of the hill over the
water geysers.
10. Behind a tree outside the fence around the GPC, near the
water geysers.
11. On a log just outside the fence around the GPC, near the
water geysers.
12. On top of the log tunnel that crosses the river.
13. Underneath the walkways inside the GPC enclosure, towards the
back.
14. On top of the upper dome in the GPC enclosure. To get up
there, use the spikes around the dome as ledges.
15. Climb the tree that has vines wrapped around it at starting
at the level of the outer walkway of the GPC. Step onto
the branch at the top with the card on it.
16. From #15, cross the branch and swing across the pole to land
on the next branch, which you will slide along and climb
the vines on the trunk. Go up to the next branch, where
the card is visible.
17. From #16, cross the branch and jump to the next vine-covered
tree trunk. Climb up and hop to the next branch above,
then cross that and jump to the parallel branch at the end.
Grab the vines on the trunk and climb down to the branch
below.
18. To the right of the GPC enclosure, in the valley, find the
yellowish rocks with several Psychic Arrowhead trails on
top of them. Jump to the grassy hill behind them, and go
up to the tree where you don't automatically slide down the
slope. Double-jump around the right side of the tree to
the card behind it.
PSI CHALLENGE MARKER LOCATIONS:
-Inside Ranger Cruller's shack. To get inside, double-jump from
the top of the ridge beside the shack, which you can reach
by jumping up a series of rocks. Chloe is hanging out up
here early in the game. From the shack's roof, jump
through the hole. Jump back out through the hole to exit.
-Climb up the vines around the tree trunk from the walkway
around the GPC. Swing, slide and climb along the branches
and up the tree trunks, until you can climb to the cut top
of the tree with the marker on top of it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WHISPERING ROCK - SASHA'S UNDERGROUND LAB
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. On the ground, behind a decorative room divider on the side
of the room opposite Sasha's position.
2. On top of a ledge in the wall near Sasha's position. Jump up
a couple of steps to reach it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WHISPERING ROCK - FORD CRULLER'S SANCTUARY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. On the ground, to the left when you're facing the Cobweb
detangling machine.
2. Atop a platform on one side of the room, at the level of the
main deck. Double-jump to the platform just below the one
with the card, then up to grab the edge of the platform
and hoist up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WHISPERING ROCK - BOATHOUSE & BEACH
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. On the ground behind the steps leading down to the docks from
the Main Lodge.
2. At the very left edge of the beach, behind a large rock,
along the water's edge.
3. Go to the very left edge of the beach and jump to the dirt
path in the hillside along the back of this area. Jump up
one more level to the card.
4. From #3, swing up the tree branches to reach the card where
the dirt path starts up again.
5. From #4, continue up the hill, then swing left over several
tree branches from a rock at the left edge of the path.
The card is over a branch in the middle.
6. From the left edge of the branch where you collect #5, swing
to the next two branches, and jump to the round platform
in the hillside.
7. Beneath the ramp leading down to the beach, beside the log
entrance to the underground rail system.
8. On the ground to the right of the boathouse, along the rock
wall.
9. On top of the docks in the middle of the lake, over a plank.
Requires Levitation to reach.
10. On a rock in the water out from the main docks. Requires
Levitation to reach.
11. Once night falls, follow the docks past the point where Bobby
Zilch previously stood guard, to where there is no more
roof overhead. Bounce up on top of the roof over the docks
here, and run back along it to the first card.
12. Once night falls, follow the docks to the right of the beach,
until you pass the overhead roof. Bounce up to the roof
and follow it back, then run up the left tightrope to the
card.
13. From #12, climb up the netting over the boathouse, then jump
to the round platform with the card.
14. From #13, use the trapeze swing to swing and jump towards the
rock wall behind the boathouse. Jump up the ledges to
reach the card behind a tree.
15. Once night falls, follow the docks past the boathouse. When
the path splits, go left to the card at the end.
16. Once night falls, follow the docks past the boathouse to the
point where the overhead roof ends. Bounce onto the roof,
then bounce to the larger roof of the diving platform just
ahead. Grab the card at the roof's peak.
PSI CHALLENGE MARKER LOCATION:
-On top of the large rock at the left end of the beach. You
need Levitation to reach it. Jump up to the paths in the
wall behind it two levels, then bounce and float to the top
of the rock.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THORNEY TOWERS - GROUNDS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. On the ledge at the base of the ladder, as you climb up from
the shore.
2. To the left of 'Milkman' Boyd's position outside the asylum.
3. Just inside the asylum gates, on top of the gate post to the
right.
4. After passing through the short tunnel to the edge of the
island, move down along the ledge, away from Gloria's room.
PSI CHALLENGE MARKER LOCATION:
-To the left of the entrance gate, before you gain entry.
Bounce on a Levitation ball to reach it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THORNEY TOWERS - LOWER FLOORS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. On top of the roof of the elevator shaft guarded by the
orderly.
2. On a ledge over Bonaparte's board game.
3. From behind Bonaparte's board game, jump up the collapsed red
roof and up to the ledge with the card.
4. Behind Edgar up in the artist's tower. Jump up the ledges
above Bonaparte's board game and cross the tightrope to
reach it.
PSI CHALLENGE MARKER LOCATION:
-Inside Edgar's art tower. Jump up the ledges behind
Bonaparte's board game, and cross the tightrope into the
room. Do a Levitation bounce to reach the marker, on top
of the beams overhead.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THORNEY TOWERS - UPPER FLOORS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PSI CARD LOCATIONS:
1. Behind the pile of mattresses on the first floor.
2. Inside the inmates' room at the top of the first flight of
stairs.
3. At the bottom of the broken elevator shaft.
4. Near the top of the mound of dirt, after you slide across the
large hole on a pipe.
5. In the dead end on the floor above the mound of dirt, after
you slide across the large hole on a pipe.
6. When you go outdoors from the first level with the slanted
floor, bounce up to the top of the broken wall fragment
ahead of you.
7. When you go outdoors from the first level with the slanted
floor, go left to the end and jump up to the card.
8. On the broken piece of flooring that lets you reach the
second level with slanted flooring.
9. In the inmates' room after going up the slanted spiral
staircase.
10. On the far side of the bubbling acid pit, after crossing the
sideways room.
11. After crossing the bubbling acid pit, at the top of the pipe
lattice on the checkered flooring.
12. In the large tower, after reaching the wooden walkway around
the rim, cross to the end and jump to the small round
platform.
13. From #11, jump to the swing poles and swing across to the
small landing straight ahead. Slide down the adjacent pole
and get the card from the corner of the platform below.
14. In the large tower, after climbing the pipework lattice in
the outer wall, the card is through the hole leading to the
outer surface.
15. After climbing the outer surface of the large pipework
lattice, bounce right to the wooden ledge with the card and
a brain jar on it.
16. At the end of the rail slide, after climbing up from the room
with the chair wedged against the door.
PSI CHALLENGE MARKER LOCATION:
-At the top of the large tower, after bouncing on the suspended
bed, go to the end of the next ramp section and look right
to the marker over a large pipe. Double-jump and float
over to it.
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( )
) =================================== (
( 11) EMOTIONAL BAGGAGE LOCATIONS )
) =================================== (
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Emotional Baggage. It can be enough to drive potential mates away in droves.
Encountered solely in mental environments, if Raz can sort all of them by re-
uniting them with their baggage tags, he will be rewarded with one PSI Cadet
Rank increase, and that stage's Primal Memories will be unlocked. This allows
you to view concept art for that stage's design in Raz's Journal. Also, the
animations of the relieved baggage are just so darned cute, you'll want to see
them over and over again. Following are the locations of the pieces of baggage
and their tags for each psychic stage.
~~~~~~~~~~~~~~~~~~
BASIC BRAINING
~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: On top of the machine gun bunker in the snow field.
DUFFLEBAG: On the ledge at the top of the wall covered in swing poles.
HATBOX TAG: Inside the snow field while under fire from the cannon.
HATBOX: Inside the snow field while under fire from the cannon.
PURSE TAG: On the platform after climbing the ladder after the second trapeze
swing in the airfield.
PURSE: Inside a hollowed-out airplane section above the airfield with the
trapezes. From the tightrope after the first trapeze swings, jump
across the air debris to reach it.
STEAMER TRUNK TAG: One jump after finding the Steamer Trunk, at the start of
the level.
STEAMER TRUNK: The first baggage encountered, while jumping over the blown-out
gaps in the path at the start of the level.
SUITCASE TAG: On the ground at the far side of the first tall watchtower.
SUITCASE: On the ground below the trampoline area, past the red pipe on the
left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BRAIN TUMBLER EXPERIMENT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: Available on your second visit to The Woods. Along the main
path, after the first drop.
DUFFLEBAG: Available on your second visit to The Woods. In an area above the
main path, about half-way to the final clearing, reached by
jumping up the platforms starting from the Suitcase's position.
HATBOX TAG: Available on your second visit to The Woods. On the left side of
the main path a short distance before the final clearing.
HATBOX: Available on your second visit to The Woods. At the back of the final
clearing, along the outer wall.
PURSE TAG: Available on your first visit to The Woods. Found behind the
eggshell after breaking out of it.
PURSE: Available on your second visit to The Woods. On the right side of the
clearing after defeating the giant glowing-eyes creature.
STEAMER TRUNK TAG: Available on your first visit to The Woods. At the top of
the hill from the cracked egg, on the left side of the path.
STEAMER TRUNK: Available on your second visit to The Woods. On the raised
ledge to the right of the main path, after jumping up the wall
upon defeating the giant glowing-eyes creature.
SUITCASE TAG: Available on your second visit to The Woods. On the right side
of the main path before the ledge with the firing Censor.
SUITCASE: Available on your second visit to The Woods. On a low ledge along
the right side of the path after jumping up a small cliff.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SASHA'S SHOOTING GALLERY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: On the first side of the cube, the bedroom. On the pillow on
the bed.
DUFFLEBAG: On the first side of the cube, the bedroom. On the right side of
the bed near the head, beside the baby bottle, on the ground.
HATBOX TAG: On the first side of the cube, the bedroom. On top of a block next
to the baby bottle, on the right side of the bed.
HATBOX: On the first side of the cube, the bedroom. On top of the left post of
the bed's headboard.
PURSE TAG: On the second side of the cube, with the coloured discs and mobile.
On top of the lowest disc, which is blue.
PURSE: On the second side of the cube, with the coloured discs and mobile.
On the third and last solid disc (i.e. not the spinning coloured discs),
reached by jumping out from the highest spinning coloured disc.
STEAMER TRUNK TAG: On the third side of the cube, with the stack of shoeboxes.
On the ground at the base of the ladder.
STEAMER TRUNK: On the third side of the cube, with the stack of shoeboxes. On
top of one of the stacks of shoepolish tins (not the one with
the tape measure atop it).
SUITCASE TAG: On the fourth side of the cube, with the flaming tower. On the
second step of the stairs around the central tower.
SUITCASE: On the fourth side of the cube, with the flaming tower. On the top
platform of the central tower.
~~~~~~~~~~~~~~~~~~~~~~~
MILLA'S DANCE PARTY
~~~~~~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: In The Lounge (the first area), on the right side of the ledge
after your first bounce and float through some rings.
DUFFLEBAG: In The Lounge (the first area), on the party platform at the top of
the first round room.
HATBOX TAG: In The Lounge (the first area), to the right of the pinball plunger
after climbing out of the first round room.
HATBOX: In The Lounge (the first area), on the ledge around the room after
being launched up the speed ramp by the pinball plunger and bouncing
off the bumper panels.
PURSE TAG: In The Lounge (the first area), in the tunnel after punching through
the door at the top of the room with the pinball plunger.
PURSE: In The Lounge (the first area), at the top of the room with the multi-
environmental hazard platform, on a platform reached by the bumper
panels from the flower platform straight out from the exit.
STEAMER TRUNK TAG: In The Lounge (the first area), at the end of the bubble
stream from the fan at the top of the first round room.
STEAMER TRUNK: In The Lounge (the first area), on the left side ledge around
the floor in the room with the pinball plunger and speed ramp.
SUITCASE TAG: In The Party (the final area), in the middle of the large fan
platform.
SUITCASE: In The Party (the final area), on the exit platform from the fan
room.
~~~~~~~~~~~~~~~~~~
LUNGFISHOPOLIS
~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: In the left corner after passing through the electrified tunnel
to the prison area.
DUFFLEBAG: In the right corner past the end of the river, in the area below the
dam, after first meeting the lungfishopolis resistance movement.
HATBOX TAG: On top of the dam after bouncing up the blimp.
HATBOX: On the far end of the top of the dam, opposite the point where you
bounce up to it.
PURSE TAG: On top of an indestructible building to the left of the main road,
in the city block below the dam.
PURSE: In the far right corner of the prison area, through the electrified
tunnel.
STEAMER TRUNK TAG: In the city block above the dam, to the right at the fork in
the road, on the ground.
STEAMER TRUNK: At the end of the island city block in the area above the dam,
on the ground.
SUITCASE TAG: Over the monorail inside the rocky tunnel.
SUITCASE: On top of the tallest tower of the last indestructible building on
the right side of the road, before jumping across the ships to
Kochamara island.
~~~~~~~~~~~~~~~~~~~~~~~~~~
THE MILKMAN CONSPIRACY
~~~~~~~~~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: Inside the second house on the left after passing the hedge
maze, in the den.
DUFFLEBAG: On the strip of grass behind the cemetary, outside of the fence.
HATBOX TAG: On the island playground, reached by sliding on the phone lines
from the first telephone repairman's position. Requires the phone
to get past the security zone.
HATBOX: In the garage of the house on the left after passing the sewer workers'
security zone.
PURSE TAG: On the roof of the house on the left after passing the road crew.
PURSE: Inside the house guarded by the hedge trimmer's security zone, past the
first telephone repairman's position.
STEAMER TRUNK TAG: In the backyard of the second house on the left on the
second section of road, reached by jumping left from the
first telephone repairman's position.
STEAMER TRUNK: Behind the book depository building, on the other side of the
sewers.
SUITCASE TAG: In the backyard of the last house on the street past the road
crew. Requires the hedge trimmers to get into the security zone.
SUITCASE: Inside the post office building.
~~~~~~~~~~~~~~~~~~~~
GLORIA'S THEATRE
~~~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: In the Catwalks section, on the catwalk at the top of the ladder
after sliding down a sheet of fabric and fighting the firing
Censor.
DUFFLEBAG: In the Catwalks section, beside the second teleport worm, before the
elevator up to the final catwalk.
HATBOX TAG: In the Catwalks section, straight ahead along the catwalk after the
second set of swing poles.
HATBOX: In the Catwalks section, on the round landing below the catwalk after
the second set of swing poles.
PURSE TAG: Backstage on stage right, by the collection of destructible props
and costume dummies.
PURSE: On the landing below the critic's seat.
STEAMER TRUNK TAG: Down on the ground of the seating area, just off the edge of
the stage behind the level's starting point.
STEAMER TRUNK: On the higher of two platforms in the far left corner of the
storage room.
SUITCASE TAG: On the lower of two platforms in the far right corner of the
storage room.
SUITCASE: Backstage, stage right, behind a cobweb which is in turn behind a
lot of destructible props and costume dummies.
~~~~~~~~~~~~~~~~~~
WATERLOO WORLD
~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: In a notch in the roof of the poor peasant's house; climb the
ladder on either side of the roof to reach it.
DUFFLEBAG: Inside the attic of the house with the orange dome roof, reached via
tightrope from the top level of the guillotine.
HATBOX TAG: In the den, behind Fred's chair. Only appears once you speak to
the players.
HATBOX: Inside the sunken cave beside the blue-roofed fortress, near the fat
knight's house.
PURSE TAG: Behind the small pink bridge behind the unarmed peasant's house.
PURSE: On the upper ledge in the far right corner of the blacksmith's, beside
the entrance gate to Napoleon's stronghold.
STEAMER TRUNK TAG: Indie the building with the musket and haystacks, on the
second story that has haystacks on it.
STEAMER TRUNK: On a pedestal outside the rim of Napoleon's stronghold.
SUITCASE TAG: At the larger size on the game board, opposite the ladder leading
out of the board, by the breakable glasses.
SUITCASE: Inside the base of the guillotine, entered from the side.
~~~~~~~~~~~~~~~~~~~~
BLACK VELVETOPIA
~~~~~~~~~~~~~~~~~~~~
DUFFLEBAG TAG: On a balcony across from the U-shaped alley on the left before
reaching the first Queen card portal. Bounce from the top of
the fence across the alley entrance to reach the balcony.
DUFFLEBAG: In the sewers, get through the closed gate by using Telekinesis to
throw the garbage can at the yellow button. Climb the ladder
inside, then use Pyrokinesis to burn the debris at the end of the
alley above, revealing the bag in a side alley near the Chihuahua.
HATBOX TAG: On a ledge reached by climbing the pole at the back of the alley
with the Queen of Diamonds portal, crossing the swing poles to
reach the ledge over the back of the alley.
HATBOX: On the lower level inside Dingo (the Matador)'s apartment.
PURSE TAG: In Edgar's Sanctuary, on a balcony to the right of the Queen of
Clubs portal.
PURSE: In Edgar's Sanctuary, to the right of the Queen of Spades portal.
STEAMER TRUNK TAG: Inside the first gated alley on the right after leaving the
St. Bernard's alley, opened by using Telekinesis while
pressed up against the gate to throw the garbage can at the
yellow button.
STEAMER TRUNK: In the first alley on the right when starting up the road from
the St. Bernard's alley.
SUITCASE TAG: To the right upon entering Dingo (the Matador)'s apartment.
SUITCASE: At the end of the rope slide after passing through the hidden tunnel
via the fireplace in Dingo's bedroom.
~~~~~~~~~~~~~~~
MEAT CIRCUS
~~~~~~~~~~~~~~~
DUFFLEBAG TAG: Along the Tunnel of Love rail slide, on the section after the
second gap in the rail.
DUFFLEBAG: On the exit platform at the bottom of the Tunnel of Love rail slide.
HATBOX TAG: In the first outdoor circus area, on a broken piece of concrete off
the broken edge of the road.
HATBOX: In the tent where Oly chases the bunny, on the first raised platform
he hovers off to.
PURSE TAG: On the exit platform in the tent where Oly chases the bunny.
PURSE: Left of the entrance to the Tunnel of Love rail slide, along the road's
smooth edge.
STEAMER TRUNK TAG: On top of the awning over the entrance to the first tent.
STEAMER TRUNK: In the first outdoor circus area, at the far end of the road.
SUITCASE TAG: Inside the tent with the monster rabbits, on the ground near the
outer wall.
SUITCASE: Outside the entrance to the Tunnel of Love rail slide, at the broken
end of the road.
__,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
( )
) ============================================== (
( 12) MENTAL COBWEB & MENTAL VAULT LOCATIONS )
) ============================================== (
(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __)
`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
~~~~~~~~~~~~~~~~~~
BASIC BRAINING
~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. At the base of the wall with the many tightropes to jump up,
after climbing up the swing poles amidst the flame spouts.
2. After climbing up the many tightropes, drop to the ground on
the other side of the punched-out wall, before you ride the
trapeze swing, to find the cobweb.
3. In a hole at the base of the wall beneath the start of the
long curved rail slide, after crossing the trapeze field.
MENTAL VAULT LOCATIONS:
1. After the target-punching mini-game, the vault is running
around outside the fence.
2. After climbing up the many tightropes, drop to the ground on
the other side of the punched-out wall, before you ride the
trapeze swing, behind the mental cobweb.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BRAIN TUMBLER EXPERIMENT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. Available on your second visit to The Woods. In the far
right corner of the clearing after defeating the giant
glowing-eyes creature.
2. Available on your second visit to The Woods. On a high area
over the main path, reached by jumping up the platforms
starting from the Suitcase's position.
3. Available on your second visit to The Woods. On the left
edge of the path, a ways after climbing up a small cliff.
4. Available on your second visit to The Woods. In the final
clearing, along the right side wall.
5. Available on your second visit to The Woods (but most people
will only notice it on the third visit). Inside the
bathtub over the path just before you reach the final
clearing. The cobweb acts as the plug to the tub. You can
get it on your second visit by looking up underneath the
tub.
MENTAL VAULT LOCATIONS:
1. Available on your first visit to The Woods. To the right of
the gypsy caravan at the very start, before entering the
caravan.
2. Available on your second visit to The Woods. In the final
clearing, running around the left side.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SASHA'S SHOOTING GALLERY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. On the first side of the cube, with the bed. To the left of
the bed (from a lying position), inside the base of a block
on the ground.
2. On the first side of the cube, with the bed. To the right of
the bed (from a lying position), inside the base of a block
on the ground.
3. On the third side of the cube, with the stack of shoeboxes.
On the side of the second shoebox from the bottom, along
the outer edge of the cube surface.
4. On the third side of the cube, with the stack of shoeboxes.
On the shoebox one step up from the upper firing Censor's
position.
5. On the fourth side of the cube, with the flaming tower. On
the ground at the outer surface of the base of one of the
surrounding columns.
MENTAL VAULT LOCATIONS:
1. On the first side of the cube, with the bed. Running around
on top of the bed.
2. While the third side of the cube is active (the side with the
stack of shoeboxes), the vault can be found running around
a different side of the cube.
~~~~~~~~~~~~~~~~~~~~~~~
MILLA'S DANCE PARTY
~~~~~~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. In The Lounge (the first area), in the first room, on the
ground below the giant bouncer.
2. In The Lounge (the first area), after climbing out from the
first round room, on the wall behind the glass dome over
the ladder.
3. In The Lounge (the first area), on the ledge that the
platform carries you up to after riding the bumper panels
after taking the pinball-plunger speed ramp.
4. In The Party (the final area), below the bridge you start on,
at the far tip of the outermost spiral.
5. In The Party (the final area), on the ground at the bottom of
the party room, partly up one side.
MENTAL VAULT LOCATIONS:
1. In The Lounge (the first area), running around in the secret
room, found to the left of the fan blowing bubbles
horizontally at the top of the first round room.
2. In The Lounge (the first area), running around the second
bowl-shaped floor.
~~~~~~~~~~~~~~~~~~
LUNGFISHOPOLIS
~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. In the city block below the dam, behind a large
indestructible building to the left of the main road after
the road turns away from the electrified tunnel entrance.
2. To the right upon entering the prison area, through the
electrified tunnel.
3. On top of the dam wall, at the far end from where you bounce
up to it, behind a round short structure.
4. Behind the indestructible building to the left once you reach
the start of the monorail.
5. To the left at the base of the indestructible building after
crossing the bridge to the island city block, in the area
above the dam.
MENTAL VAULT LOCATIONS:
1. Running around the rear left corner of the prison area,
through the electrified tunnel.
2. At the end of the bridge to the island city block, in the
area above the dam.
~~~~~~~~~~~~~~~~~~~~~~~~~~
THE MILKMAN CONSPIRACY
~~~~~~~~~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. Over the doorway to the house on the right just before the
road crew's security enclosure.
2. Over the garage of the house on the left after passing by the
sewer workers' security enclosure.
3. Over the door to the first house on the right after passing
the hedge maze.
4. Inside the post office, over the doorway to the basement.
5. Over the entrance to the book depository building, after
passing through the sewers.
MENTAL VAULT LOCATIONS:
1. Running around the wide grass strip down the left side of the
cemetary, outside of the fence.
2. On the island playground, reached by sliding on the phone
lines from the first telephone repairman's position, once
you have acquired the phone from the book depository.
~~~~~~~~~~~~~~~~~~~~
GLORIA'S THEATRE
~~~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. Over the audience 'exit' behind the teleport worm, on the
ground.
2. Immediately below the teleport worm, off the edge of the
stage, and directly across from the first cobweb listed
just above.
3. On the upper seating tier in the center of the house. Bounce
and float a couple of times starting from the spotlight's
platform to reach it.
4. Backstage in the stage right corner, behind destructible
props and costume dummies.
5. Over the doorway to the hallway to Bonita's dressing room.
6. In the left corner of the storage room, on the same plane as
the first platform.
7. On the lower of two platforms in the far right corner of the
storage room.
MENTAL VAULT LOCATIONS:
1. In the far left corner of the storage room.
~~~~~~~~~~~~~~~~~~
WATERLOO WORLD
~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. To the left of the entrance to the carpenter's house, just
off of the porch.
2. Over the side of the base of the guillotine.
3. At the entrance to the sunken cave beside the blue-roofed
fortress between the carpenter's and knight's homes.
4. Under the small pink bridge behind the unarmed peasant's
house.
5. Over the entrance to the blacksmith's, beside the entrance
gate to Napoleon's stronghold.
6. Over the rooftop entrance to the building with the haystacks
and musket, to the right of the entrance gate to Napoleon's
stronghold.
7. In the side windown of the building with the musket and
haystacks; climb the ladder just inside the gateway to
Napoleon's stronghold to reach it.
MENTAL VAULT LOCATIONS:
1. On top of the carpenter's roof.
2. Inside the core of Napoleon's stronghold.
~~~~~~~~~~~~~~~~~~~~
BLACK VELVETOPIA
~~~~~~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. Over the entrance to the apartment at the top of the guitar
painting placed beside the Queen of Hearts portal.
2. In the corner on a ledge reached by using the window painting
from the hook at the end of the raised ledges in the
alley with the Queen of Diamonds portal.
3. Over the entrance to Dingo (the Matador)'s apartment.
4. Inside the fireplace in Dingo's bedroom.
5. At the end of the hidden tunnel through the fireplace in
Dingo's bedroom.
6. In the sewers, over the side door from the section reached
via the first manhole along the main street above.
7. In the sewers, on the side of the long tunnel leading away
from the ladder up to Dalmatian alley.
MENTAL VAULT LOCATIONS:
1. In the sewers, along the long tunnel leading away from the
ladder up to Dalmatian alley.
2. In the secret garden, reached by climbing up the ladder in
the gated section of the sewers (use Telekinesis to throw a
garbage can at the yellow button from outside the gate) and
hanging the vine painting on the hook at the end of the
alley above, climbing the vines and jumping across the
ledges and swing poles.
~~~~~~~~~~~~~~~
MEAT CIRCUS
~~~~~~~~~~~~~~~
MENTAL COBWEB LOCATIONS:
1. In the tunnel upon entering the caravan.
2. In the tunnel upon entering the caravan.
3. On you reach the entrance to the Tunnel of Love rail slide,
turn around and find it to the left of the exit from the
previous tent.
MENTAL VAULT LOCATIONS:
1. On the exit platfrom from the tent with the monster rabbits.
__,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
( )
) ================================ (
( 13) GOLDEN PICKUPS LOCATIONS )
) ================================ (
(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __)
`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
Scattered throughout the mental environments, you may find a few very special
pickups that permanently enhance your abilities. These are:
-Golden Helmets: The most valuable of these pickups, these increase your
maximum number of Astral Layers by 1, and add a layer to
your current total to boot.
-Golden Balls of Hate: These increase your ammo capacity for your PSI
Blast. Appear as a golden "!". Rendered moot if
you obtain the Unlimited Ammo PSI Power upgrade.
-Golden Confusion Grenades: These increase your ammo capacity for the
Confustion ability. Appear as a golden "?".
Again, collecting them becomes pointless once
you acquire the Unlimited Ammo upgrade (if you
are able to reach PSI Cadet Rank 95).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SASHA'S SHOOTING GALLERY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GOLDEN HELMET: In the final clearing, behind the base of the thorny tower.
Available during the second or third visit to The Woods.
~~~~~~~~~~~~~~~~~~~~~~~
MILLA'S DANCE PARTY
~~~~~~~~~~~~~~~~~~~~~~~
GOLDEN BALL OF HATE: In the fan room (in The Party, after The Race), float from
the top of the third bubble stream in the set of three, to
the right of the fan room entrance.
~~~~~~~~~~~~~~~~~~
LUNGFISHOPOLIS
~~~~~~~~~~~~~~~~~~
GOLDEN BALL OF HATE: At the top of the dam, on top of the tallest tower of the
second indestructible building along the mountainside.
GOLDEN HELMET: After exiting from the monorail tunnel, on top of the highest
tower of the first indestructible building to the left.
~~~~~~~~~~~~~~~~~~~~~~~~~~
THE MILKMAN CONSPIRACY
~~~~~~~~~~~~~~~~~~~~~~~~~~
GOLDEN BALL OF HATE: Inside the last house on the first section of road, past
the first telephone repairman. You must have the hedge
trimmers to gain entry to the house, and you must then
have the rolling pin to enter the section with the pickup.
GOLDEN HELMET: On the island playground reached by sliding along the telephone
lines from the first telephone repairman's position, once you
have acquired the phone from the book depository.
~~~~~~~~~~~~~~~~~~~~
GLORIA'S THEATRE
~~~~~~~~~~~~~~~~~~~~
GOLDEN CONFUSION GRENADE: In the Catwalks area, after the three trampolines
before the slide down a curtain (thanks to Jag for
pointing this one out).
~~~~~~~~~~~~~~~~~~
WATERLOO WORLD
~~~~~~~~~~~~~~~~~~
GOLDEN HELMET: At the crest of the small pink bridge behind the unarmed
peasant's house.
GOLDEN CONFUSION GRENADE: On top of the Hearty Knight's house (thanks to Jag
for pointing this one out).
~~~~~~~~~~~~~~~~~~~~
BLACK VELVETOPIA
~~~~~~~~~~~~~~~~~~~~
GOLDEN HELMET: Hang the window painting on the hook at the end of the raised
ledges in the alley with the Queen of Diamonds portal, and
jump through the window.
GOLDEN HELMET: Received as a reward for getting the billboard of Dingo painted;
use Confusion Grenades to stun El Odio long enough for the
bulldog to paint it, then see Dingo again.
GOLDEN CONFUSION GRENADE: Go through the tunnel inside the fireplace in Dingo's
apartment and slide along the rope at the end. Half-
way across, jump off at the balcony to the side.
~~~~~~~~~~~~~~~
MEAT CIRCUS
~~~~~~~~~~~~~~~
GOLDEN CONFUSION GRENADE: Upon reaching the outside of the circus, on the
floating pieces of pavement off the end of the road
to the left (thanks to Jag for pointing this one
out).
__,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
( )
) ========================= (
( 14) FIGMENT LOCATIONS )
) ========================= (
(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __)
`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
I have completed a thorough Figments location guide, and it is twice as big as
the document on your screen now. As a result, I have opted not to include it,
to make life easier for those with slower modem speeds. I will provide the
link to the guide on GameFAQs, however:
http://www.gamefaqs.com/console/ps2/file/924711/48748
Please refer to that to help you find those elusive lost Figments that are
preventing you from reaching a perfect PSI Cadet Rank. I hope that this
solution is acceptable to my readers; please let me know if you would prefer
that I paste the entire Figments list (all 600KB of it) into the guide here.
Another option would be to make a list of only the hard-to-find Figments and
include that here, since the vast majority of Figments can be found by any
slightly attentive player.
__,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
( )
) ==================== (
( 15) CLOSING INFO )
) ==================== (
(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __)
`--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
That's the end of the guide. I tried to make it quite thorough and utterly
complete. Hopefully I accomplished this. Another dream of mine would be to
create a dialogue guide, transcribing all of the hilarious conversations that
take place throughout the game. That won't be happening for quite some time,
however, if I ever manage to get to it.
LEGAL INFO: This document is copyright 2007 Marc Lalonde, a.k.a. Syonyx. That
is all.
CONTACT INFO: If you feel the need to write to me about this particular piece
of work, please freel free to do so at:
syonyx_faqs at yahoo dot com
I don't check my mail every day, but I will always reply if you need a reply
(assuming that you at least follow basic e-mail etiquette, that is). I also
invite you to check out my complete body of game guides, which can be found at:
http://www.gamefaqs.com/features/recognition/35729.html?type=1
That's it for now, I guess. Enjoy the game, and remember that there are no
psychics in real life, so don't get swindled!
Cheers,
Syonyx 2007.